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2 Myth: The Total Codex

TABLE OF CONTENTS

Introduction ....................................................................................................4
A Note About This Manual ..........................................................................4
Installing and Using Myth II Plugins ..........................................................4
Installation ................................................................................................4
Using Plugins in Multiplayer....................................................................5
Using Plugins in Singleplayer..................................................................5
Technical Support For Chimera ..................................................................5

Chimera ............................................................................................................6
Introduction ..................................................................................................6
A Note From The Badlands Team ................................................................7
Playing Chimera ............................................................................................7

Third Party Maps


Amsterdam ....................................................................................................9
Assassin! ......................................................................................................13
Belly of the Beast ........................................................................................15
Boil and Bubble ..........................................................................................17
Bustle In Your Hedge-Row..........................................................................19
Caer Cardarn................................................................................................21
Civil War ......................................................................................................23
Creep on the Borderlands ..........................................................................25
Crypt of the Taken ......................................................................................26
Culloden Hill ................................................................................................27
Dun Caric ....................................................................................................28
Eyrie ............................................................................................................30
Flood on the Plains ....................................................................................32
For Frostbite Apply Within ........................................................................33
Fore! The PDGA Map ..................................................................................35
Grave Diggers..............................................................................................37
Green Acres ................................................................................................39
Heart of Darkness ......................................................................................41
Hills of the Crow..........................................................................................43
Keep Across the River ................................................................................45
Leagues from Nowhere ..............................................................................47
Lichen Unto Death ......................................................................................48
Myopia ........................................................................................................50
Picket Fences ..............................................................................................52
Pirates of the Caribbean ............................................................................54
Plains of Muirthemne ................................................................................56
Rain of the Borogove..................................................................................58

cont...
3 Codex Plugins Manual

TABLE OF CONTENTS CONT...

Rank and Defiled ........................................................................................60


Seven Phoenix Rising ................................................................................62
Shuffle off this Mortal Coil ........................................................................64
Tallow Abbey ..............................................................................................66
Thaw Before the Storm ..............................................................................68
The Great Divide ........................................................................................70
The Ritual Site ............................................................................................71
The Wild West ..............................................................................................73
Urban Warfare ............................................................................................83
Worlds Collide ............................................................................................85
World War II: American Soil........................................................................88
World War II: Recon ....................................................................................90
World War II: Titans ....................................................................................92

Credits ..........................................................................................................104
Special Thanks ..........................................................................................104
Chimera ....................................................................................................104
Third Party Map Makers ..........................................................................107
Don’t Forget ..............................................................................................108
4 Myth: The Total Codex

INTRODUCTION
You might think that we at Bungie, being wicked-cool, would have figured
out a way to squeeze all the best Myth scenarios and net maps onto a sin-
gle CD-ROM. If only such were the case. We're still limited to the same 650
megabytes of CD-ROM space as everyone else, and that means that there
were many, many excellent maps and plugins that we just couldn't include
with the Total Codex.
But part of being wicked-cool is that we tend to attract wicked-cool fans.
And some of those fans have set up an incredible site called The Mill,
which is a bottomless pit of Myth II add-ons. Maps, films, utilities, news
and links are tasty chunks in the savory stew of Mill goodness that will
wash the bilious taste of maplessness from your mouth. So, if you've
exhausted the contents of the Codex and you're hungry for more, point
your browser to http://mill.bungie.org and indulge in their endless smor-
gasbord of new Myth and Myth II goodies. Bon carnage!

A NOTE ABOUT THIS MANUAL


In the pages hereafter you will find brief descriptions of each plugin as
well as notes and/or instructions written by the plugins’ authors. We
hope this information will not only help you decide which plugins to
install (see below), but will help you learn to play these maps like a pro.

INSTALLING AND USING MYTH II PLUGINS


Installation:
You can install the third-party plugins by running the "Install 3rd Party
Maps" application from the Total Codex CD. You can select from two
installation options:
Easy Install is the default option; it will install every plugin on the Total
Codex CD to your plugins folder. Note that they will occupy a great
deal of hard drive space.
IMPORTANT!
Myth II's startup time increases with each plugin you install. If you
choose to install Chimera and all the third-party plugins, be aware that
Myth II will take a little longer to launch - possibly several minutes,
depending on how fast your computer is. Actual gameplay speed will
not be affected.
Custom Install allows you to selectively install individual plugins rather

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5 Codex Plugins Manual

than the whole bunch. Simply scroll through the list and click the
checkbox next to the name of any plugin you wish to install.
When you have specified which kind of installation you want, click the
Install button and the installer application will take care of the rest.

Using Plugins in Multiplayer Games:


Create a multiplayer game as usual. In the “Game Options” screen,
highlight the plugin's name in the Plugin menu to activate it.
Remember that other players cannot join your game unless they have
the same plugin installed on their system.

Using Plugins in Single-Player Games:


Hold down the Shift key while clicking the “New Game” button on the
main menu. A list will appear with every available level. The plugin lev-
els will be a different color from the standard Myth II levels, and will
appear at the bottom of the list. Choose your starting level and click
the “OK” button to begin.

TECHNICAL SUPPORT FOR CHIMERA*


If you have problems getting Chimera to work properly, you may want to
try reinstalling your copy of the Chimera plugin and/or Myth II, since most
problems are generally a matter of file corruption. You should also refer to
the Troubleshooting section of the electronic Myth II manual as there are
many suggestions there which may help.
If you continue to experience problems, feel free to contact us:
Email: support@bungie.com
Phone: (312) 255-9600
Fax : (312) 397-0502

And don't forget to check the bungie.net website (http://www.bungie.net) for


all sorts of Myth news.
(*Please note that the other plugins included in this package were not cre-
ated or tested by Bungie, and we are therefore unable to provide technical
support for them. If you have questions about a specific plugin other than
Chimera, contact the plugin’s author(s). If available, their contact informa-
tion has been included in the “Notes from the Author” section of each plu-
gin description.)

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6 Myth: The Total Codex

Plugin Name: Chimera

INTRODUCTION:
“...When I first began to have visions I shared them with you, for the evil in
them was familiar to me. But you dismissed them because peace has lain
easily on our land. At first I also sought to dismiss them. Now, however, I
see too clearly the gardens hung with bones, the silent march of skeletal
armies and behind them all, a woman wielding a token of great power.
You may believe that I have been scarred by too many battles and that I hear
their echoes even in my dreams, but I know these visions are real and not the
shadows of memory. I must act...“
Thus begins Chimera--an eight level single-player quest set in the Myth
world. Ten years after Soulblighter’s defeat, three veteran heroes of the
battles against the Fallen band together to confront a vengeful sorceress
and the evil she has awakened.
Developed by the Badlands map making group with the support of
Bungie Software and members of the Myth II development team, Chimera

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7 Codex Plugins Manual

pushes Myth II’s technological boundaries with stunnning new characters,


maps and cinematics.
Featuring the voice talents of your favorite Bungie employees, an original
musical score by “Glue the Moose”, and the sound-mixing magic of Marty
O’Donnell (one half of the O’Donnell-Salvatori team that created the
sounds and soundtracks for Myth and Myth II), Chimera is a welcome addi-
tion to the Myth franchise.

A NOTE FROM THE BADLANDS TEAM:


First of all, we would like to thank Bungie Software for allowing us to work
with them on this exciting project. It is virtually unheard of for a game
developer to work closely with members of the community to produce a
collaborative effort like Chimera. Bungie is truly a unique game developer
and we feel that this synthesis of professionals and motivated fans has
resulted in a great product.
We would also like to acknowledge the efforts of all the beta-testers and
collaborators that contributed their time, their ideas and their comments.
We could not have done it without you.
Finally we would like to thank the Myth Community. You have supported
us from our first tentative maps done with hex-editors through more
ambitious designs, assisting in the development of Myth II and finally in
our work on Chimera, our greatest achievement. If you hadn’t been out
there appreciating our efforts, we would never have aimed so high, so we
thank you and present the fruits of our efforts for your enjoyment.

PLAYING CHIMERA:
Install the Chimera plugins using the Codex Plugins Installer.
To begin playing the single-player Chimera campaign, launch Myth II, and
select “New Game” from the main menu. You will see the first level of
Chimera,“The Healer,” in blue text at the bottom of the list. Select this level
and press the “Start” button.
To play Chimera’s multiplayer map,“Fosgarach Ruillick,” begin a muliplayer
game over bungie.net or LAN (please refer to page 34 of the Myth II
Electronic Manual for additional information on starting multiplayer
games). Open the game’s “Options” menu, and you will see Fosgarach
Ruillick listed in blue text. Select it, and press OK to return to the main mul-
tiplayer game setup screen.
One warning: Chimera’s single-player levels are not for the faint-of-heart.
Indeed, they were designed to test the skills of experienced Myth players.

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8 Myth: The Total Codex

If you have trouble completing any of Chimera’s levels, remember that


you can always adjust Myth II’s difficulty level via the Preferences menu.
There’s no shame in playing “Timid” especially when the other option is
getting pasted by an overwhelming pack of “Normal” blood-thirsty
undead.

Copyright (c) 1999 Bungie Software Products Corporation. Created with


Bungie’s Fear and Loathing by Badlands.

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9 Codex Plugins Manual

Plugin Name: Amsterdam


AUTHOR: Karl O. Van Leuven IV

SUMMARY:
Designed for close combat where you have to think fast and take
advantage of the many strategic bottle necks to win. Use the myri-
ad bridges, houses and other buildings to avoid a confrontation
until you have the upper hand in both the Myth and WWII variants.
This plugin contains seven variants in all, and three of them
include the Santa’s Head WWII soldiers.

A NOTE FROM THE AUTHOR:


The map has proven to be enjoyable and there are a few items to make it
more pleasing for you. The most important thing is that the trees and bar-
rels have very limited passability. This has advantages as well as disadvan-
tages. The disadvantage is that, every once in a while, your unit will stop at
one and forget where he was going. It doesn't get stuck, but it does get
stopped.
The best way to get around this is to use "waypoints". That is, select units
then shift-click out a route. You'll find that this gets rid of 95% of the prob-
lem. The main advantage is that you can actually use a tree, or a barrel for
cover. Getting right up next to it. ( In most cases. ) Another advantage is
that more of the very limited area is available space. These trees use about
half the passability space as the stock settings.

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10 Myth: The Total Codex

The break down of the variants goes as follows:


A Bridge Too Far: WWII has 4 starting locations and has, as you can guess,
the Santa's Head Soldier unit. This is a WWII style variant. The games are
Body Count, Last Man on the Hill, King of the Hill, Capture the Flag, Terries,
Flag Rally, Stampede!, and Assassin.
Amsterdam has 4 starting locations and introduces a new unit! The
Valkyrie, she's beautiful, feisty, dangerous, and fast. She has the ability to
confuse just like the General from Lichen. Otherwise she's about the
equal of a Ghol. Kudos to ReAnimator for being kind enough to support
my work on the Valkyrie! Especially since, being the lamer that I am, I for-
got my manners and didn't approach him with the project from the start.
ReAnimator does some very good work and deserves credit for his contri-
bution to the Valkyrie. This is a Myth style variant. The games are Body
Count, Last Man on the Hill, King of the Hill, Capture the Flag, Terries, Flag
Rally, Stampede!, and Assassin. Unit amount depends on difficulty setting
used.
Conquest Of Yer-Ks has 2 starting locations and uses the dark units, such
as the Soulless, Stygian Knights, Myrmidons, and Ghols. This is a Myth style
variant. The games are Body Count, Last Man on the Hill, Steal the Bacon,
King of the Hill, Capture the Flag, Terries, Flag Rally, Stampede!, and
Assassin. Unit amount depends on difficulty setting used.
Dwarven Dutch Holiday has 8 starting locations and includes the
Pathfinder Dwarf from TFL. This is a Myth style 'Dorf Riot' in the rain. The
games are Body Count, Last Man on the Hill, King of the Hill, Capture the
Flag, Terries, Flag Rally, Stampede!, and Assassin. Unit amount depends on
difficulty setting used.
Incident At Yer-Ks has 4 starting locations and also uses the dark units,
such as the Soulless, Stygian Knights, Myrmidons, and Ghols. This is a Myth
style variant. The games are Body Count, Last Man on the Hill, Steal the
Bacon, King of the Hill, Capture the Flag, Terries, Flag Rally, Stampede!, and
Assassin. Unit amount depends on difficulty setting used.
Life During Wartime: WWII has 8 starting locations and has the Santa's
Head Soldier unit. This is a WWII style variant. The games are Body Count,
Last Man on the Hill, King of the Hill, Capture the Flag, Terries, Flag Rally,
Stampede!, and Assassin. Unit amount depends on difficulty setting used.
Market Garden: WWII has 2 starting locations and again, has the Santa's
Head Soldier unit. This is a WWII style variant. The games are Body Count,
Last Man on the Hill, King of the Hill, Capture the Flag, Terries, Flag Rally,
Stampede!, and Assassin. Unit amount depends on difficulty setting used.

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11 Codex Plugins Manual

All of the above variants contain the Vista (http://vista.theresistance.net)


Sheep in Stampede!. Five of the seven variants contain the Vista
(http://vista.theresistance.net) Butterfly. Incident At Yer-Ks and Conquest
Of Yer-Ks have an ambient crow that I created out of the Myth II crow col-
lection and a little extra work.
Special Thanks For:
Myth: The Fallen Lords
Myth II: Soulblighter
© 1997-99 Bungie Software Products Corporation
Amber 2.0 beta 5 by Vodi (vodi@online.no)
© 1998-99 Hans Hvidsten Birkeland
Tag Extractor by Vodi (vodi@online.no)
© 1998-99 Hans Hvidsten Birkeland
The Soldiers created by Santa's Head (illusion@flinthills.com) in three of
the variants.
The Myrmidon which Malory (malory@gamestats.com) was kind enough
to bring over from Myth TFL. Used in the beta testing of two of the vari-
ants.
The Amazon by ReAnimator (matchett@newrock.net) from which the
Valkyrie was created.
Also, two units by Fisj (klicco@ihug.co.nz) manufacture from over at Vista
(http://vista.theresistance.net), the Sheep and the Butterflies.
Last but not least is the Dwarven Pathfinder (Balin himself ) ported by El
Bastard (El_Bastard@mindspring.com)
More Thanks To:
All the members of the ºØWLº order for helping test this map, especially
Binky Dankbutt who is responsible for alerting me to the audio bugs that
plagued the Valkyrie unit prior to vb12. Ripp, for all his insights about the
netgame types and general game set up. El Bastard, for being there when
I wrote endless emails to him about my troubles. Electrofryer, for keeping
me on task. ReAnimator for being good natured about my complete con-
version of his Amazon. Santa's Head, for giving me an excuse to drag the
making of this map out as long as I have. All the beta testers of #CP# who
made me aware of some options, and... well, anyone who bothers to play

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12 Myth: The Total Codex

this map. That's you!!


Notes:
The Soldiers are on this map with the permission of Santa's Head. You are
meant to use this free of charge. The Valkyrie unit was made by me (KVLtv)
with the permission of ReAnimator, and you may use it on any map you
edit, free of charge. Be sure that if you do use the Valkyrie that you give
credit to ReAnimator (matchett@newrock.net) for his work on her.
Have Fun!!
KVLtv (kvltv@balinsbar.com)

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie’s Fear and Loathing by Karl O. Van
Leuven IV.

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13 Codex Plugins Manual

Plugin Name: Assassin


AUTHOR: J. Charles Holt

SUMMARY:
Set in medieval Japan, "Assassin!" is a single-player map offering
new models (some of the most complicated ever seen in Myth II),
new units (including Samurai, Ashigaru Gunners and of course,
Ninja) new scenery... even random lightning strikes! You'll have to
see it to believe it.

A NOTE FROM THE AUTHOR:


Some of you may remember Daimyo, one of the first total conversions of
Myth II. It was going to be set in medieval Japan, and had the advantage
of being as historically accurate as you could get in a game of this scope.
The storyline followed the rise to power of Oda Nobunaga, and our histori-
cal advisor was Stephen Turnbull, one of the leading authorities on the
subject.
Sadly, after a few months of hard work, the project came to a premature
end. The team members all went their respective ways, and that was that.
Until now.
We decided that we had put a lot of work into the stuff we had, and
although it was nowhere near finished (the work ended at the first alpha)
it was still a lot of fun to play with. And so, we've decided that maybe it's
time to release some of the stuff we have. And thus, here is the first publi-

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14 Myth: The Total Codex

cally seen work from Daimyo. Many changes have been made, and it's still
basically alpha-we never got the sounds, and the units and models need-
ed months of additional refinement.
This map is based on one of the maps from the game. Some changes have
been made since the alpha (primarily to get it compatible with the release
version of Myth II), and in the future we hope to make many more, and
release many of the other maps, units and models from the project.
Although this map is based on stuff from Daimyo, you shouldn't consider
this a Daimyo map. It's nowhere near the potential of what we could have
accomplished with the necessary funding and time, but it's still a nice
break from the usual MythII units.
THANKS:
Special thanks to the following people who worked on Daimyo:
John Dames (Bad Craziness) - Project Head, Artwork, Spiritual Advisor Jahn
Hancock (S_Gundam) - Unit Animation, Models, Excessive & Extremely
Loud Cursing J. Charles Holt (Deathwhore) - Artwork
Stephen Turnbull - Historical Consultant
Allen Win - Unit Models
Tim Alvis (Shogun Rabbit) - Scripting (NOTE: This map has been entirely
rescripted by J. Charles Holt)
FINAL NOTE:
All of the units, scenery, models, and artwork on this map are the sole
property of John Dames. NO PART OF THIS WORK MAY BE USED WITHOUT
PERMISSION FROM JOHN DAMES (dames@stlnet.com). Before you think
about blowing this off and doing it anyway, keep in mind that John Dames
is married to a lawyer, so it won't cost him a dime to hunt you down and
sue you.

WWW.MYTH2HANDBOOK.COM

Copyright 1999 in whole or in part Bungie Software Products Corporation.


Created with Bungie's Fear and Loathing by J. Charles Holt.

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15 Codex Plugins Manual

Plugin Name: Belly of the Beast


AUTHOR: Badlands; Chris Barrett (Plague), Paul Bertone (Ruiner),
Charles Hanlon (Visi)

SUMMARY:
Lands of scarred and molten rock waiting to explode with a force
like no other. This one of a kind volcanic map has five teams fight-
ing for their lives with the land as well as each other.

A NOTE FROM THE AUTHOR:


“...Wilsorn had a problem. He was a gambler. He had lost everything he had to
a fat old fir'bolg named O'luo'hr.
Wilsorn pleaded for his livestock as O'luo'hr stroked his beard thoughtfully, rel-
ishing the power he had over another being. Back in his day he could shoot an
arrow 900 spans and hit his mark, but that grew sour on him. His eyesight was
lost, and being a worthless bowman, he went to live with the humans to hide
his shame. In self exile he had become fond of the game, and grew skillful in
making money from silly countryfolk. Most were realistic enough to leave
themselves enough to get by with, but this Wilsorn fellow had just traded in
everything. Being the sporting type, O'luo'hr would give Wilsorn a chance to
regain all his property. He would have to go and bring a black rock from the
charred lands. Wilsorn gleefully excepted, as he had often played in the
charred lands as a child. This would be easy he thought.
As his trip began he was certain he could get his belongings back, and pon-
dering in his mind who he would next bet, he failed to notice the ground

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16 Myth: The Total Codex

growing hot. As he neared a ledge he thought he remembered, a blurping


noise was emitted, prompting Wilsorn to come back to the present. As he
gazed around, he realized he must have gone the wrong direction, as this firey
burnt land was not the fields of glassy obsidian he had remembered. He tried
to get his markings, and while stumbling around tripped and fell down a
small ravine.
Rocks tumbled down after him, pounding his legs. He cursed aloud, and tried
to shake the rocks off, but to no avail. He painstakingly pushed the rocks one
by one off his leg, each weighing as much as his prized pigs on his farm. He
observed it had grown dark while freeing himself, and trying to walk back up,
his leg gave in. He now realized it had been broken in several places in his fall.
He again cursed, this time feeling the pain. And what was it he heard? That
accursed blurping sound. He noticed the rocks about him tinted red, and it
was damn hot. As he craned his neck to see around him, he noticed, glowing
red and white with heat the molten rock pouring ever so slowly towards him.
He stood again, and fell, twisting his other ankle in the process. He slowly
crawled along the base of the ravine, unable to crawl back up over the loose
rocks. As he thought he could no longer hear the blurping sound he looked up.
He realized he was trapped at the end of this ravine of misery he had fallen
into. He waited, crying, as the lava came, blurping along. The suspense was
more painful than the fear. As the red fluid inched forward, he made a final
prayer. Wilsorn had a problem...”
Belly of the Beast is a 5 team netmap for Myth II: Soulblighter.
The plugin includes 3 meshes:
•light
•dark
•darker
KotH and Stampede remove the 5th (middle) team from the game.
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

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17 Codex Plugins Manual

Plugin Name: Boil and Bubble


AUTHOR: Bungie Software Products Corporation

SUMMARY:
This plugin from Bungie includes two maps, Boil and Bubble and
Toil and Trouble. The dark map, Toil and Trouble, features a new
unit, the Changeling, a surprisingly agile tree that's been possessed
by an evil spirit and transformed into a bloodthirsty juggernaut.

A NOTE FROM THE AUTHOR:

“Fillet of a fenny snake,


In the cauldron boil and bake;
Eye of newt and toe of frog,
Wool of bat and tongue of dog,
Adder's fork and blind-worm's sting,
Lizard's leg and owlet's wing,
For a charm of powerful trouble,
Like a hell-broth boil and bubble.
Double, double toil and trouble;
Fire burn and cauldron bubble.”

- William Shakespeare’s Macbeth

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18 Myth: The Total Codex

These maps not only test your tactical abilities, they push the Myth II
engine into unexplored territory. Both maps use Myth II's ability to handle
multiple media levels to create magnificent swampy terrain with pools of
water scattered at different heights. As the flow of the game changes, dif-
ferent pools become strategically important and a well-placed wight can
win the game (or lose it). Difficulty settings are used to modify the goals of
various games, so try them all to find the ones you like best.
While the traditional light unit selection on Boil and Bubble allows you to
engage in epic, if slimy, struggles, the addition of a never before seen unit
on Toil and Trouble will demand new strategies and tactics. This new unit,
"The Changeling," is a surprisingly agile tree that's been possessed by an
evil spirit and transformed into a bloodthirsty juggernaut.
Boil and Bubble and Toil and Trouble both offer the following game types:

•Body Count
•Steal the Bacon
•Last Man on the Hill
•Flag Rally
•Capture the Flag
•Territories
•Captures
•King of the Hill
•Assassin

Boil and Bubble was built with loving care by:

•Tyson Green
•Christopher Barrett
•Jaime Griesemer
•James Trevett
•John W. Scott
•Paul Berton Jr.
•Frank Pusateri

Copyright (c) 1999 Bungie Software Products Corporation

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19 Codex Plugins Manual

Plugin Name: Bustle In Your Hedge-row


AUTHOR: Electrofryer

SUMMARY:
Search down your opponents in this green hedge maze of solid
wackyness. If you're lucky, you might just run into a pack of Lich
Mages! The maze is surrounded by a beautiful park with fountains
and nifty dwarven statues.

A NOTE FROM THE AUTHOR:


Lots of hard work has been put into this map and I could never have fin-
ished the lich mages without KVLtv's and Frigidman's help. KVLtv also
made those awesome, really blastable dwarven statues surrounding the
fountain pools, and gave me alot of support and suggestions. He's well
worth alot of credit in the making of this map. I'd also like to thank my fel-
low members of SBS and the inhabitants of vistaHL and nosHL, and of
course fellowship of stoneheim for using their Myth:TFL pathfinder.
Enjoy!
Lich Mage info:
The Lich Mage is a modified version of the summoner, with new graphics
and attacks. He works sort of like an archer by casting a shrapmetal spell. If
you move close to an enemy unit and press the special ability key, he will
turn that unit to stone. However this requires full mana and you're only

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20 Myth: The Total Codex

able to cast the spell once per lich mage. To remove stoned condition just
use healing.
Thanks for downloading,
- Electrofryer (aka Chrille Blomqvist, SBS)

Copyright (c) 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Chrille Blomqvist.

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21 Codex Plugins Manual

Plugin Name: Caer Cadarn


AUTHOR: Badlands; Paul Bertone (Ruiner),Charles Hanlon (Visi)
SUMMARY:
This is a large two team map with a sickening river flowing
through the middle along an old trade route. The map is strewn
with large trees and camps from past travellers. Complete with
light, dark, and trow versions!

A NOTE FROM THE AUTHOR:


“...Cleared by Northerners 10 years after the great war, a major trade route
spread through the area, connecting the dwarves homeland and the western
world. The area was originally a place of the cruelest wilderness, with only the
bravest of warriors and mountain men daring to venture into the woods.
However, the natural animals and other aggressors have since been thinned-
out. In part due to the clearing of trees from the wood by the northerners, and
in part becuase they have been sold to the dwarves for a source of fire for their
monthly satanic flame rituals.
Now several inns and camps have appeared, offering rest for weary travellers
and lesmen hawking warez to anyone who comes through. The native
bre'unor in more northern lands have grown very angry with the destruction
of their forests, and have organized a mighty mob to do away with sitcoms, a
source of mind rotting...”

The plugin includes 3 meshes:

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22 Myth: The Total Codex

•light
•dark
•trow
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
23 Codex Plugins Manual

Plugin Name: Civil War


AUTHOR: THORAN (Todd Huffman)

SUMMARY:
Civil War: War between States takes you back some 138 years, and
throws you into the most fearsome conflict in our nation's history.
Contains 8 new units, custom models, surrealistic landscape,
Scenery and sound that will completely engulf you.

A NOTE FROM THE AUTHOR:


After 4 months of watching the sun come up just after it seemed to go
down, I'm finally done.....
First, I do not claim to be a Civil War expert. I sacrificed some historical
accuracy for better game play and variety. There are 8 new units on these
meshes, some are duplicates that just have Union or Rebel clothing, but all
have unique sounds that seem to fit the regions they come from. First off
let me say that I'm a huge fan of "classic Myth Maps" and their units.
Bungie knew what they were doing when they designed the Myth units
with their individual strengths and weaknesses and how they interact with
each other. I like the idea of having one unit do one thing and do it well.
Here is a breakdown of the Civil war units, their similarity to regular Myth
units, and a brief description of each.
Infantry: (Warrior) a tuff, sabre carrying unit that can cut up more meat in

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24 Myth: The Total Codex

a battle than a butcher will see in a lifetime. Rifleman: (Archer) a long


ranged unit that needs some time to reload, but is deadly in numbers.
Also, they can pick up heal packs to heal themselves or others.
Keg thrower: (Dwarf ) this speedy unit is low in health, but more than
makes up for it with his quick release and fast feet.
Mounted Cavalry: (Journeyman) a strong, fast unit that carries a short
range pistol. Great for scouting and letting your army know where the
enemy is. This unit carries 6 heal packs to heal himself and others.
Cannons: ( hmmmm well...cannons) one thing I didn't like about the can-
nons on a lot of 3rdparty maps (mine included) was the fact that they
were ssssslow. These cannons are much faster and do a better job keeping
up with troops. They still are the slowest unit on the map but have the
longest range which is balanced with a long reload time. Each cannon
comes with a "T" key special ability that allows it to shoot a short range
keg filled with black powder sacks.
I have put a lot of thought into each unit in terms of balance and playa-
bilty. Learn their strengths and weaknesses and you will come home a
winner. The mesh is large. Great for flanking manuevers, and lots of diverse
terrain which should make for some very bloody battles.
I would like to give special thanks to the following people who have made
this so worth while: First, to my wife Chris, who has had 3 kids while I have
been working on this. (none are mine :) Second, to my brother Mythster
who has always been there to test, and listen to me ramble for hours on
end about map stuff (and for letting me beat him in Myth, game after
game after game after game after game after game after game after game
after game after game. hehe, jk). Last but not least, the myth community
for not requiring me to be on bungie.net every night to kick your tails. jk
Hope you enjoy this conversion,
THORAN (Todd Huffman)

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie’s Fear and Loathing by Todd Huffman.

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25 Codex Plugins Manual

Plugin Name: Creep On The Borderlands


AUTHOR: Badlands; Paul Bertone (Ruiner), Visigoth (Charles Hanlon)

SUMMARY:
A faithful conversion of the Myth: The Fallen Lords multiplayer map
Creep on the Borderlands.

A NOTE FROM THE AUTHOR:


This map was orignally created by Bungie Software for Myth:The Fallen
Lords. The talented group at Badlands painstakingly has converted the
map for Myth II.
Creep was one of the most popular Myth two-team net maps. Many a
brave Myth order tested their mettle on its marshy terrain. The river and
collapsed fortifications dividing the map offer plenty of places to hide a
Wight or trap a careless band of Thrall.
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
26 Myth: The Total Codex

Plugin Name: Crypt Of The Taken


AUTHOR: Ciam "Omac" Sawyer

SUMMARY:
A graveyard permeated with the stench of evil becomes the last
battleground against the Taken. This Free-For-All map has five
starts and four meshes: Temple of the Taken (light), Crypt of the
Taken (dark), Doom of the Taken (Slugfest), and Riot for the Taken
(dwarf riot).

A NOTE FROM THE AUTHOR:


On Crypt of the Taken, playing at legendary difficulty gives each team a
Forest Giant and a Fetch.
Myrmidons are complements of Malory. Ain't they lovely?
Chikatilo converted the FG. If there are any problems with it, hunt him
down and smack him. =)
Visit http://www.mythnews.com/omac/index.html for more maps and
screenshots.

Copyright (c) 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Ciam Sawyer.

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27 Codex Plugins Manual

Plugin Name: Culloden Hill


AUTHOR: Ciam "Omac" Sawyer

SUMMARY:
This windswept heath is where Bonnie Prince Charlie's men were
defeated by the Duke of Cumberland, known forever after as "The
Butcher". One thousand two hundred Highlanders lost their lives
here on the morning of April 16th, 1746. This map has two starts
and is intended for team games.

A NOTE FROM THE AUTHOR:


The Culloden Hill plug-in for Myth II Soulblighter was inspired by both the
battle in1746, and by the landscape around Inverness in Scotland.
Included in the plug-in are two meshes, light and dark. Both meshes have
two starts and plenty of units, so bring a few friends (or enemies) and
team up for battle.
The Culloden Hill plug-in was created by Omac, with the invaluable guid-
ance of Abaddon and Gunda, and testing assistance from Temuut and
Kevin Matchstick. My thanks to all of them for helping to make this a fun
and exciting addition to the Myth II Community!

Copyright (c) 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Ciam Sawyer.

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28 Myth: The Total Codex

Plugin Name: Dun Caric


AUTHOR: Badlands; Paul Bertone (Ruiner), Charles Hanlon (Visi)

SUMMARY:
A homage to the original Myth: The Fallen Lords maps combining a
simple river with diverse landscape and a beautiful waterfall. This
luscious 4 team map includes new scenery and both a light and
dark version.

A NOTE FROM THE AUTHOR:


“...Creyan the mage was known far in the height of the Cath Bruig empire as
the most talented sorcerer since the days of Connacht. Myrdred. Armies fell,
oceans rose, mountains crumbled all before him. But that winter a comet
appeared high in the sky. Knowing the darkness would come this turn, Creyan
organized an army to move east with him, and defeat the darkness before
others knew the price. On the 17th of May, Creyan's army woke to the hideous
smell of rotting meat, the sky red and air foul.
Looking eastward Creyan saw trees and mountains that he would have sworn
were not there the night before. He felt the earth tremble and it appeared the
mountains were moving. Looking closer he could see that moving was not the
mountains nor trees, but thousands upon thousands of obscene dead. And
behind them, rising high above, donned in the whitest silver, was the Leveler.
Soldiers fled in terror, but Creyan held still, unyielding to the unspoken threat
of the dark. A booming voice, coming from what seemed like all directions
spoke to him `I am Balor. Join me, for I sense in you great power.’ Creyan

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29 Codex Plugins Manual

declared, `I shall never serve you, you cosmic being of evil and discontent!’
His words finished, Creyan heard a boom, and witnessed his army burning in
place, their dead corpses rising again from the ground, falling in line with the
thousands of other walking dead. Creyan burned with rage, his hair rose on
end, and around him a shimmering, gold, light could be seen. All about the
area small objects defied gravity, the sheer force of his energy bending the will
of the universe.
In the blink of an eye he was in front of Balor, his fists bringing sparks from the
unworldly metal of the mantel of the Leveler. The speed of his movements and
force of his will causing great gusts of wind to blast away from the battle. All
throughout, Balor did not so much as twitch, unaffected by the barage.
Seeing his attacks failing, Creyan collected to himself all the energy he could,
making a great sphere of fire so hot the rocks and dead around it melted. With
an enormous scream he hurled his orb of death at Balor. The shock wave was
so intense the ground and objects for several miles were flung outwards.
Legends say some pieces still fly to this day. Now alone on a barren plane, he
gazed at where the smoke was clearing, and saw the Leveler, unaffected,
standing and laughing.
Almost spent, Creyan made a last attempt to destroy the great darknes.
Collecting to himself all the energy he could, he floated to the King of Terror
and destruction. Even at the capital, 3000 miles away, the light from the explo-
sion could be seen. Creyan had used every ounce of strength he possessed to
destroy Balor. Alone in a charred landscape Balor laughed, nothing could
destroy him. In another age armies would compete at the borders of the great
explosion. Between them the still dead land caused by the great encounter,
and the regrown land, which the Evil could never wholly destroy...”

Everything included in this archive, Copyright ©1998-1999, All Rights


Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation.

Contents
30 Myth: The Total Codex

Plugin Name: Eyrie


AUTHOR: Ryan “Malkavian” Radecki

SUMMARY:
A five-star FFA map with a distinctive mountainous flavor featuring
Light, Dark, and Artillery meshes for players of every persuasion.

A NOTE FROM THE AUTHOR:


This map differs a small bit from the Bungie maps and stock units, so
here's a few notes to be aware of: This map contains three meshes: Light,
Dark, and Artillery. The Light version includes Berserks, Warriors, Thrall,
Soulless, Ghols, Journeymen, Dwarves and Wights. The Dark mesh features
Warriors, Heron Guards, Myrkridia, Soulless, Trow, Ghols, Mortar Dwarves
and Warlocks. The Artillery mesh features Warlocks, Fetch, Mortar Dwarves,
bre'Unor, Bowmen, a Wights, and a Journeyman.
The Assassin targets on Light are the five Dwarf Heroes each team
receives. The Assassin targets on Artillery and Dark are the five Mortar
Dwarf Heroes each team receives.
The Mortar Dwarf has slightly increased range and a different firing trajec-
tory to even him out with the Warlock.
In Stampede, the center has fewer pigs than the other four starts. Center
then tries to defend against four armies attempting to drive their pigs up.
On Heroic and Legendary, each starting position receives one additional

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31 Codex Plugins Manual

Dwarven Mortar shell that Ghols can pick up and throw.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Ryan Radecki.

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32 Myth: The Total Codex

Plugin Name: Flood On The Plains


AUTHOR: Ciam "Omac" Sawyer

SUMMARY:
In the springtime, rains come and a dry arid landscape turns green
overnight. But even the flooded canyons will not be enough to
wash away the blood of this sunny afternoon. Flood On The Plains
is a fairly straight forward conversion of the Myth II netmap,
Demise on the Plains.

A NOTE FROM THE AUTHOR:


Flood on the Plains is a strait-across conversion of Demise. Lot's of water,
steep inclines, and plenty of mayhem.
PoohBear's Complaint is a twilight conversion of the flood mesh, with a
mix of units requested by--you guessed it--PoohBear. :-)
Units include mortar durfs and heron guards.
Copyright © 1999 in whole or in part Bungie Software Products
Corporation. Created with Bungie's Fear and Loathing by Ciam Sawyer.

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33 Codex Plugins Manual

Plugin Name: For Frostbite Apply Within


AUTHOR: Badlands; Chris Barrett (Plague),Tyson Green (Ferrex),
James Trevett (Setik)

SUMMARY:
A wintry re-make of the classic Myth: The Fallen Lords map "For
Carnage Apply Within". Although the brisk winter breeze has
come it still retains all its original values of five teams and great
game play. Original unit setups including light, dark and a remix
version.

A NOTE FROM THE AUTHOR:


“...My father was a man in the legion during the great war. I always remember
him for his ability to wield a sword even with one hand. During some skirmish
he participated in his hand was cleaved off by a ghol (who, according to my
father, was later stuffed with charges and blown into feathery pieces of car-
rion and ash). All of it had a fantastic aspect to it then. The tales of the fighting
and what not. He also gave me a ring that he said was the same style his
father had given him. He lost it to that ghol and told me to keep mine close. He
said it would bring me luck.
That was until we were stationed here.
This place is cold. Too cold. We lost another man to a blizzard last night. We all
huddle around the fire for warmth. I keep thinking the fire must have been
cold as ice until recently. Without it it's so cold the snot in your nose freezes
and your fingers won't move. Ten Hering Flaming Scythe told us to burrow into

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34 Myth: The Total Codex

the snow and get out of the wind. I was following his orders when I hit some-
thing hard on the ground. I picked it up about to toss it away as a root when I
realized there was something metal on it. I looked closer at this thing and
realized it was a hand, a hand with the same ring I wore on my own hand
now. Those stories seem a bit less fantastic now...”
The plugin includes 3 meshes:
•light
•dark
•remix

KotH and Stampede remove the 5th (middle) team from the game.
Everything included in this archive, Copyright ©1998-1999, All Rights
reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
35 Codex Plugins Manual

Plugin Name: Fore! The PDGA Map


AUTHOR: Michael Duez, aka Kelstek

SUMMARY:
This map lets you play an explosive version of golf using Myth II.
Do your best at the Myrgard Country Club to shoot par on this 3-
hole course. In-game tips and rules are included in the “level hints.”

A NOTE FROM THE AUTHOR:


You start at the bottom, and try to get a ball in the hole at the top, corre-
sponding to the tee's position. E.g., left tee heads for left hole, center tee
for center hole, and right tee for right hole. Get the ball to the top by pil-
ing satchel charges behind it. 4 usually gets you all the way across the
map (good for a beginning drive shot). 1 is good for getting from the
edge of the green to the hole or so. Wedges (fetch) are good for getting
the ball out of the water or out of the rough (stuck in trees, etc.), but cost a
three-stroke penalty. (i.e. 1 fetch blast = 3 strokes). Use the ball boys to put
the balls at the tee.
And please...be kind to the crowd. :)
Find more info at the PDGA (Professional Dwarven Golf Association) page,
(Reachable via http://www.mythnews.com/pdga/) including a Discussion
Forum to discuss the game, the map, the rules, and getting together to
play with other golfers (there are many more out on B.net than you'd
guess!)

Contents
36 Myth: The Total Codex

Cheers, and please email any comments to me at: duezm@ils.unc.edu, or


post on the Forum (http://www.mythnews.com/forums/pdga/).
Kel
THANKS TO
Mythology (http://www.mythnews.com/) -- They've been gracious enough
to host the PDGA on their website!
Soulsbane -- his example of geometry filters to play sounds led me down
the right path to figuring out how to make things work , and he was a very
patient sounding board and tech support source.
Thanks SB!
The PDGA Forum community-- I used some of their great ideas, along with
my own, to improve the quality of Myth Golfing life.
Kag and Rahl -- They played many a late-night game with me back-in-the-
day. Kag also helped write the lines for the commentors.
The amazingly talented Charles Holt (AKA Deathwhore), who did the great
pregame pic for "Fore!".

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Michael Duez.

Contents
37 Codex Plugins Manual

Plugin Name: Grave Diggers


AUTHOR: Badlands; Paul Bertone (Ruiner), Charles Hanlon (Visi)

SUMMARY:
A watery graveyard at the stroke of midnight covered with top-
pled graves. This five team map tests your limits as Wights explode
around you in the depths of the water, and the Fetch strike from
safe overlooks.

A NOTE FROM THE AUTHOR:


“...In the 17th year of the great war the cone of Tharsis exploded, showering
ash and flame throughout the armies of the light. From this inferno of soot
and fire The Watcher commanded his legions of the undead. His evil was so
great that entire armies were bent to his will, or turned to despair by a simple
glance at him. In one such encounter more than half of the fourth legion were
brought to tears seeing their hopelessness. From that insanity given by the
Watcher they made their own graves while they still lived so that they might
lie in the earth forever, and never see the destruction of their homes. That
wretched darkness spelled over them brought them to throw themselves into
open holes, and cover their friends.
As the heat from Tharsis spread through the sky and melted the white caps of
the highest mountains in The Cloudspine torrents of water crashed down,
drowning those who had the will to cling to life long enough--if to only bury
their comrades, and see their enemies covered in an eternal mire of sooty
water. The armageddon brought by the Watcher's wicked mind never arrived,
and 60 years later new armies stood at those very graves, oblivious to the evil

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38 Myth: The Total Codex

that had once worked it's way on those grounds...”


The plugin includes 3 meshes:
•light
•dark
•slugfest

King Of The Hill and Stampede, remove the 5th (middle) team from the
game.
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
39 Codex Plugins Manual

Plugin Name: Green Acres


AUTHOR: Badlands; Paul Bertone (Ruiner), Charles Hanlon (Visi)

SUMMARY:
A dreary map great for hiding wights and challenging “jmk” games.
The muddy terrain and drizzle of rain make the frogs feel at home,
while the land waits to be spoiled by bloody combat. This five
team map offers the variants light, dark and jmk.

A NOTE FROM THE AUTHOR:


“...Before the war Hodge was a professor at the School of Healing in Covenant.
For years he learned all the arts of healing by magic, and the Journeymen
renowned him for his way of keeping the fabled skill of The Guard alive
through the dark times.
For two score years he healed and brought life to people guaranteed to die.
When he was drafted to fight against Soulblighter he was made medic of the
company. On patrol in the grasslands he and the soldiers he was with were
brought to fight against the undead. As the men fell before him, the evil
magiks of the Myrkridia plaguing their corpses, he could do nothing to revive
them.
The battle looked hopeless, and he picked up a blade to defend himself. As the
one remaining Myrkridia stood over him he brought his blade down from
above his head, but the beast fell before him. The last remaining warrior had
impaled the devil right before his eyes. But Hodge’s strike was at full-swing,
and he could not help bringing his blade through the torso of his kinsmen. The

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40 Myth: The Total Codex

poor warrior’s blood spattered, covering the ground and Hodge himself.
As he sat washing his hands in a pool the rain came up, and glancing at the
stains of blood on the ground he muttered repeatedly,‘The rain will wash
away the blood.’ But his hands were not cleansed. Nay they were covered in
red again, not the blood of his kinsmen but his own, for scrubbing so vigorous-
ly for hours on end he worn past the quick of his hands and they bled. As he
looked down again at this hands and saw the red fluid dripping, his vision
went dark and red, and he fell into the pool, bubbling all the way to the bot-
tom ‘The rains will wash away the blood. The rains will wash away the
blood...’”
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
41 Codex Plugins Manual

Plugin Name: Heart of Darkness


AUTHOR: Vista Map Making Cartel; Walter Russell Swindell (aka
Havok-ise-zumi, ripp, BarCode, and BNABlamBot)

SUMMARY:
Heart of Darkness is a dark, rainy map, full of wolves, bats and all
things not quite dead. Travellers entering this twisted land should
beware the liche! Includes three 5 team meshes. Heart of Darkness
(Light), Holy Wars of Darkness (Slugfest+Jman, Ghast), and If I Had a
Bungyip...(Dark)

A NOTE FROM THE AUTHOR:


“...Garrick stopped at the crest of the hill, and sat apart, indistinct and silent, in
the pose of a meditating Buddha. Nobody moved for a time.‘We have reached
the center of the Dire Marsh,’ he said suddenly. I raised my head. The gully was
barred by a dark bank of fog, and the tranquil waterway leading to the utter-
most ends of the earth flowed somber under an overcast sky. It seemed to lead
into the heart of an immense darkness...”
Update v1.1:
--Fixed the center team's Capture the Flag and Balls on Parade settings.
--Smoothed some of the SW pond, but most of it is suddenly deep so you
will get a vertical effect from units in some areas.
--Strengthened the Monk unit a bit, not much, but it counters the bunyip
raids better now.

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42 Myth: The Total Codex

--Tweaked the lichen a bit, fitting in between a thrall and a warrior.


Version 1.0
This v1.0 version includes three 5 team meshes. Heart of Darkness (Light),
Holy Wars of Darkness (Slugfest+Jman, Ghast), and If I Had a
Bungyip...(Dark)
There are some neat things in this release. A new unit, the Lichen, which
you might remember from the screenshots of Myth II. It was supposed to
be a thrall replacement, but was removed. Thanks to Highlander, who
passed along the collection sprite sheet, which allowed us to recreate the
unit.
The Vistan Monk also makes an appearance, yet he is simply a nice modifi-
cation, treat him like a warlock.
And there is a Bunyip (large mryk that fills the role of a Forest Giant that
does not toss rocks).
Enjoy and thanks for all the support and great games.
Special Thanks to Highlander (and Iggy Popped) for their work on the tex-
turemap.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Vista.

Contents
43 Codex Plugins Manual

Plugin Name: Hills Of The Crow


AUTHOR: Soma

SUMMARY:
Battle in this rugged windswept domain under the beady eyes of
the crows. Here you have a broad spectrum of units and plenty of
opportunity for creative play. Take a chance, and throw yourself
into the “Slugfest” version!

A NOTE FROM THE AUTHOR:


All known of v1.0 bugs are fixed. The units will NOTget stuck in the trees.
There are some minor changes in the map and in the units set. The plugin
now gives you a third variant "Hills of the Crow 2.0 (Slugfest)". I hope many
people who already downloaded the v1.0 will get this update, because of
the amazing gameplay this map will give you!
Game Types:
• Body Count
• Last Man On The Hill
• King Of The Hill
• Territories
• Flag Rally
• Captures
• Balls on Parade
• Assassin

Contents
44 Myth: The Total Codex

• Capture The Flag


• Steal The Bacon
• Hunting

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Soma.

Contents
45 Codex Plugins Manual

Plugin Name: Keep Across the River


AUTHOR: Ken Hodgeman, aka Mormith

SUMMARY:
Two Keeps, one river, a mysteriously destroyed orchard and some
bad blood between neighbors. Rumors abound as the Keep inhab-
itants find themselves on the brink of war over this once peaceful
valley. Now it’s up to you: attack your opponent’s stronghold or
defend your own? It’s big, it’s classic, it’s reborn for Myth II.

A NOTE FROM THE AUTHOR:


Myth TFL: All original variants restored. However, since there is no
Myrmidon (for TFL-Dark) or Forest Giant (for TFL-Max) in Myth II, they had
to be implemented. Many many thanks to Nekricide for allowing me to
use his Myrmidon conversion (which can be found at the Mill.) I converted
and enhanced the Forest Giant. It has all new sprites and is fairly similar to
the old one in looks. My goal was to make one that would fit in smoothly
with the Myth II engine and type of game play it offers. Hopefully you will
enjoy it.
I'd like to thank a bunch of people.
Vodi! Without his amazing program "Amber", I couldn't have made the
new sprites. Thank you Vodi. Nekricide! Without his Myrmidon I'd have
had to make one myself. Thank you Nekricide. Butcher, Dark Angel,
Electrofryer, Omac, Renwood, Scooter and Zor Prime for their interest and

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46 Myth: The Total Codex

input that helped a lot. Thank you all.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Ken Hodgeman.

Contents
47 Codex Plugins Manual

Plugin Name: Leagues from Nowhere


AUTHOR: Bungie Software Products Corporation

SUMMARY:
Leagues features a super-realistic desert texture map and a unique
unit-setup system. The type and number of units on your team will
change depending on the difficulty level you choose. And don’t
forget: Ghols can pick up and throw all sorts of explosive things...

A NOTE FROM THE AUTHOR:


Leagues from Nowhere takes Myth II gameplay to new heights.
First, ghols are the most numerous infantry units. En masse their cleavers
are a force to be reckoned with, and, if you look closely, you may find some
rather explosive things for them to pick up and throw. Dwarves also play a
big part on Leagues, but be careful--the fickle desert winds can cause
unpredictable results when they throw their grenades.
Leagues from Nowhere is quite possibly the most varied multiplayer map
ever created due to the way it changes according to a game's difficulty
level. For example, the unit selection in a Timid game is very basic, whereas
the unit selection in a Legendary game adds archers, warriors and a war-
locks to the mix. Make sure you try all the game types on all the different
difficulty levels to experience every aspect of the map.
Copyright © 1999 Bungie Software Products Corporation.

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48 Myth: The Total Codex

Plugin Name: Lichen Unto Death


AUTHOR: Badlands; Chris Barrett (Plague),Tyson Green (Ferrex),
James Trevett (Setik)

SUMMARY:

This large two team map is set in lush jungle complete with ancient
healing temples and reinforcements. There are light and dark version of
this map.

A NOTE FROM THE AUTHOR:


“...Far into the southeast, beyond the reaches of even the old Cath Bruig
Empire, a place exists untouched by the Darkness of the Fallen and their
unthinking dead. Here the plants grow tall and full, the grass green all year. So
untouched by evil, even the ground seeps vapors with healing and soothing
qualities. Once a race as mighty as the Trow built brilliant stone temples, and
sat on these magnificent structures where they would sing across the luscious
forest. Their songs would bellow from their mighty lungs far into the woods,
where even the wolves would stop their hunting to sit and listen. The music
told of times of a happier world and its lively and growing fingers that still
work its will upon this blessed land.
Long after the forest's mighty keepers had since departed this world, the
younger races carved small steps into the temples, whose walls echo the songs
of their creators. Over years the land became a holy place of sorts, where
streams of armies and their reinforcements destined for battle would come to

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49 Codex Plugins Manual

pray and listen for inspiration and blessing for their causes. But now the seren-
ity of this Eden is threatened, as the armies of two great powers spar for the
will of the life-giving land...”

Everything included in this archive, Copyright ©1998-1999, All Rights


Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All RightsReserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
50 Myth: The Total Codex

Plugin Name: Myopia


AUTHOR: Matthew Van Zomeren (Leadfeather), Paul Callender (Fisj),
Eli Curtz (Kanen Faud'r)

SUMMARY:
Myopia features a beautiful fall color map and a 5 team center
reminiscent of Myth: TFL. Best of all, Myopia is the first map since
Torpidinium to make use of multiple World Knots! Myopia's game-
play is enhanced by these 12 mythic teleporters, especially in
games such as Flag Rally or Territories.

A NOTE FROM THE AUTHOR:


Vista and Leadfeather are proud to announce the release of Myopia.
Leadfeather is the creator of the maps Shuffle off this Mortal Coil and The
Borogove, and the Vista map cartel are responsible for more maps and
apps than can be mentioned easily here.
How To Use The Necromancer
On legendary each team has a Necromancer who can raise the dead from
either of the two graveyards on the map. When 8 minutes are left you can
move your necromancer into the pentagram at either of the graveyards,
and you will summon undead units to help you in the game. Either necro-
mancer can use either graveyard, but once one graveyard has supplied
corpses for the fight, it is empty and can not be used by the other team.
This means if you play your cards right you can get both sets of reinforce-

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51 Codex Plugins Manual

ments well making sure your opponent gets none.


Thanks to...
Vista for the nice HL site to hang out on, ask questions on, and share files
on, All the 3rd party programmers who made such nice tools, rIpp for the
sewer grate model geometry, El Bastard for the grendal ambient life, Ferrex
for permission to plagiarize his Lichen to Death scripting use of the 88tele-
port tag, Nekricide for the Myrmidon port, Bungie for such nice tools,
Someone I am sure I forgot, and finally Thanks to all of the beta testers
who gave valuable feed back and have helped to make this a finished plu-
gin.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Leadfeather.

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52 Myth: The Total Codex

Plugin Name: Picket Fences


AUTHOR: Richard Cowgill, aka iggy popped (richard@macbox.com)

SUMMARY:
Your battleground: farmland transformed by war. Get set for a
bloody fight. The layout is tight and the action is fast paced!

A NOTE FROM THE AUTHOR:


Picket Fences places the battle in a small town.... very small. Unique strate-
gies and unique units are the meat of this map. There are 4 variants, and
it's good to know a little about each. Picket Fences has 4 starting points.
"Light Side" is a fairly traditional unit arrangement, much like the original
"Dance on your Grave". If the difficulty is set to Heroic, each player will
receive 4 Ghols. Set it to Legendary, and each player gets 1 Warlock of Fire.
"Dark Invasion" is the anti-thesis of "Light Side". The strategies for this map
are much more evil, no pun intended. For instance: you can use fetch to
strike down incoming fireballs.
"Dwarf Riot" has the tightest unit arrangement... 6 original Balins and 1
movable Cannon. For assassin, the 6 Balins are the targets. This map is
meant for players who love to blow stuff up!
"Mega Dwarf Fest" is an expanded version of "Dwarf Riot". Dwarven
Minelayers have the ability to lay nearly invisible mines that detonate
when someone (even wildlife!) walks over them. The Journeymen possess

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53 Codex Plugins Manual

mass healing, capable of turning an entire platoon of undead into ham-


burger. Ghol, Cannons, and Thrall by the dozens round out the festivities.
Practically guaranteed to turn this lovely little town into a blackened sheet
of wasteland.
SPECIAL THANKS:
Thanks to Khaavren -fs- for the Dwarven Minelayer and High Journeyman
units.
This map was made using Fear and Loathing, despite the bugs they are
excellent tools. Thanks to Electrofryer for the original inspiration and basis
from which to go on.
Thanks to the whole VRHL crowd for their playtesting and feedback. Too
many names to mention =P. Thanks to the rest of the Vista crowd, for their
tools (vodi's amber is indispensable), feedback (especially Ripp and Fisj for
being my biggest critics), and the others I forgot to mention. Everyone
deserves a piece of the credit.
ABOUT VISTA
Vista is a group dedicated to the production of high quality 3rd party
Myth II plugins. These include new maps, units, models and virtually any
editable aspect of Myth II.
We currently number eleven members, all of whom have knowledge in
editing and making plugins for the original Myth. Previous work from
members includes maps such as Appalacian Hot Springs, If I had a Yeti,
Blunt Force Trauma, Torpidinium and the Unity gors. We have the program-
mers who wrote such applications as Piri Reis, Amber, and Sapphire. Four
of us were also involved in the Daimyo project (now disbanded).
Go to our website for more maps along with invaluable tips and info on
making your own.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Richard Cowgill.

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54 Myth: The Total Codex

Plugin Name: Pirates of the Caribbean


AUTHOR: Michel McBride and Cydonian

SUMMARY:
Control a crew of swashbuckling pirates as they fight over treasure
on a small tropical island. Exploding bottles of rum, barrels of gun-
powder, wild monkeys and cursing pirates are just a few of the fea-
tures included. Introduces all new maps, scenery, sounds, and five
units based on 18th century pirates!

A NOTE FROM THE AUTHOR:


STORY
You and your crew of pirates arrive on the beach of a tropical island. They
sharpen their cutlass' and clean the pistols before setting out into the
dense jungle. All you know is somewhere there is a buried treasure and
once you find you'll be rich! Nothing can stop you now...but wait, are those
sails and a mast off in the distance? Now there's another...two more! Looks
like you're going to have some company.
SETTING
This Myth II conversion takes place on a Caribbean island rumored to hold
long lost treasure. There are many types of landscapes from the wide open
beaches to the murky swamps. Scattered around the map are a few rocky
hills and clusters of palm trees. This is not a map for the young and inno-

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55 Codex Plugins Manual

cent. The battles are very gory and the pirates have no problem with curs-
ing, swearing, and drinking heavily.
Designed by Black Sam - thrim@bungie.net
Thanks to Leadfeather for letting us use his turtle.
Other thanks to Fallen Paladin, Keuka, The Pope, and Steven
Cento for help with the beta testing.
More information about this plug-in can be found at:
http://members.home.net/blacksam/main.htm

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Cydonian.

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56 Myth: The Total Codex

Plugin Name: Plains of Muirthemne


AUTHOR: Electrofryer

SUMMARY:
Four forts and two temples cover the Plains of Muirthemne and
make it possible to play either 4 player or 2 team games. The
bumpy terrain outside the forts is mostly sand and rocks. The
warm tropical river that runs through the middle is a perfect place
to hide wights.

A NOTE FROM THE AUTHOR:


This map is a desert plain somewhere in Muirthemne. There are 4 fortress-
es in each corner of the map for 4-player games and 2 temples in the mid-
dle of the west and east sides for-2 player games. It’s tricky to get inside
the fortresses without losing alot of troops, so sneak along the walls. That
way archers will have a hard time shooting down at you. Dwarfs are still a
problem though.
The map comes in four versions:
•Plains of Muirthemne (light, 4-player)
•Plains of Muirthemne (dark, 4-player)
•Plains of Murithemne TEAM (light, 2-player)
•Plains of Murithemne TEAM (dark, 2-player)

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57 Codex Plugins Manual

If you like this map, you can get some of my other maps at:
http://members.xoom.com/Electrofryer
http://home4.swipnet.se/~w-41510/maps.htm
http://mill.bungie.org
Myth: TFL maps:
If I had a Pelé
Electro's swedish slugfest
Rainy desert
Door to dimension death
Myth 2: Soulblighter maps:
King of the knuckles
Bastard valley
Rainy desert
Treasure island
Carnage canyon
Plains of Muirthemne

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Electrofryer.

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58 Myth: The Total Codex

Plugin Name: Rain of the Borogove


AUTHOR: Matthew Van Zomeren, aka Leadfeather

SUMMARY:
The Borogrove is a rainy, swampy FFA map with 4-start and 5-start
Light and Dark versions, Riot meshes, and fearsome stampeding
turtles (You know you want the turtles).

A NOTE FROM THE AUTHOR:


“...Once the most fertile cropland in all the Cath Bruig Empire, the Borogove
was also home to two conflicting religious sects: the Followers of the Great
A'Tuin and the Society of the Edge of All. The followers of the the Great A'Tuin
knew that the world was flat and rested on the back of the Great A'Tuin, a
giant turtle journeying through the black infinity of space. On his back ride
four huge elephants. On the backs of the elephants sits the world. However,
the Society of the Edge of All, lead by a mad journeyman, claimed that the
world rested on nothing. They knew it was doublesided and spun like a coin
tossed in the air.
As often happens when important matters like these are discussed, blood was
shed, and war followed.* After many years of of violence, the Society of the
Edge of All was triumphant. As the last follower of the Great A'Tuin lay dieing
on the battlefield, he gasped out a curse,‘May these lands which I have
stained with my blood in defense of the great turtle, now be fit for none but his
children. May the sun never shine and the crops never grow.’ With the mocking
laughter of his enemies ringing in his ears, he saw dark clouds forming. He

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59 Codex Plugins Manual

whispered,‘ The Turtle moves,’ and died. Just then the skies opened up and the
rains came down. It has never stopped falling. Now all that is left of the once
fertile croplands is a marshy land blotched with ruins. Locals say if you look
closely you might even see the children of the Great A'Tuin reborn in the image
of the turtle they worshiped...”
(*ed.note This is very sad because although they disagreed about the
specifics, both groups did agree that "the world is a mesh".)

UNITS
Rain of the Borogove (4 or 5 start, light units) warriors, thrall, mortar
dwarves, bre' Unor, bowmen, journeymen, wights,(assassin warlock, stam-
peding turtles)
Defilement of the Borogove (4 or 5 start, dark units) myrkridians, bre'Unor,
ghols, mortar dwarves, soulless, spiders, wights, (assassin trow, stampeding
turtles).
Ghols of the Borogove (8 start) ghols and assorted things to throw
Dwarves of the Borogove (8 start) dwarves, thrall, wights

GAME TYPES
Steal the Bacon, Last Man on the Hill, Scavenger Hunt, Flag Rally, Capture
the Flag, Balls on Parade, Territories (9 flag normal and 13 flag heroic),
Captures (9 ball normal and 13 ball heroic), Assassination, King of the Hill
(4-player, ghol riot, and dwarf riot only) and Stampeding Turtles (4-player
only).

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Leadfeather.

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60 Myth: The Total Codex

Plugin Name: Rank and Defiled


AUTHOR: Ryan “Malkavian” Radecki

SUMMARY:
An epic, strategic two-team map set in the valley between two
rocky plateaus. Features Berserks, Myrkridia, and Classic meshes
and objectives that change with the difficulty settings.

A NOTE FROM THE AUTHOR:


Featuring artwork by Legolas of Clan Plaid and mesh by Malkavian. This
map also contains Berzerks, Myrkridia, and a special Classic mesh that
takes you back to the days before flaming archers. With changing objec-
tives and different difficulty levels, this map promises to supply strategic
longevity.
Rank and Defiled differs a bit from the Bungie maps and stock units, so
here's a few things to be aware of:
There are three version of this map, Classic, Zerks and Myrks. The Classic
version features the same exact units as Creep on the Borderlands from
Myth including truly flameless archers. The Zerks version features Berserks,
Brigands, Thrall, Bowmen, Ghols, Dwarves, and Wights. The Myrks version
features Myrkridia, Stygian Knights, Brigands, Bowmen, Dwarven Mortars,
Ghols, Journeymen, and Wights.
In the Classic version the Assassin targets are the two Dwarven Mortars.

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61 Codex Plugins Manual

The Assassin targets for the Zerks and Myrks versions are the two Fetch.
The map changes depending on the difficulty level you select. On Normal,
there are six Territories, Flag Rally, and Captures flags or balls. On Heroic,
there are eight of each. On Legendary, each team receives an interesting
default unit. Additionally, on Legendary, there are two additional Dwarven
mortar shells on the map for ghols to pick up.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Ryan Radecki.

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62 Myth: The Total Codex

Plugin Name: Seven Phoenix Rising


AUTHOR: Bungie Software Products Corporation

SUMMARY:
A free net map from Bungie, this map was the unknown terrain for
the finals of the Seven Phoenix Rising tournament. The six Heron
Guards on this map are named after the six finalists from the tour-
nament.

A NOTE FROM THE AUTHOR:


“...The Heron Guard, freed from the dishonor of failure and depleted after their
battles against the Dark, once more opened their ranks to any warriors brave
enough to accept the challenge of the Seven Phoenix Rising Tournament. Of
the many young soldiers that gathered and dreamed of becoming a member
of the most elite fighting force in history, few survived the brutal competition
and achieved that ultimate goal. Six emerged from the ash and blood of bat-
tle and assumed the mantle of the Heron Guard...”
Phoenix Rising was carefully crafted to host the final round of the Seven
Phoenix Rising Tournament, Bungie's first Myth II tournament.
The six tournament finalists, Thirteen Unicorn Sharp Horns (flatbread),
Eleven Frog Slimy Toe (gaia), Seven Mongoose Stalking Prey (kenm),
Fourteen Python Slithery Snake (snorpio), Twelve Ferret Fleet Foot (ven-
jance), and Six Coyote White Fang (wedgie), played this final round on the
unfamiliar territory of a brand new map, adding to the difficulty and com-

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63 Codex Plugins Manual

plexity of the games.


Phoenix Rising features several gameplay enhancements, using difficulty
levels to substantially change game goals. For instance, while there are
only a few territories flags on Simple, there are more flags on Legendary,
allowing you to select a more customized experience. While there are no
unit changes between difficulty levels (save for the addition of a Trow on
Phoenix Falling) you are encouraged to experiment and find out which
setting you prefer.
Phoenix Rising and Phoenix Falling both offer the following game types:
Body Count
Steal the Bacon
Last Man on the Hill
Flag Rally
Territories
Captures
King of the Hill
Stampede
Assassin
Hunting.

Phoenix Rising was built with loving care by:


Christopher Barrett
Jaime Griesemer
James Trevett
John W. Scott
Paul Berton Jr.
Frank Pusateri

Copyright © 1999 in whole or in part Bungie Software Products


Corporation.

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64 Myth: The Total Codex

Plugin Name: Shuffle off this Mortal Coil


AUTHOR: Matthew Van Zomeren, aka Leadfeather

SUMMARY:
Dark, foreboding, and monumental-the right setting for a bloody
war. Shuffle off this Mortal Coil has a layout similar to Creep on the
Borderlands but unlike Creep you can climb Shuffle’s walls. When
playing legendary, both meshes feature a modified Deceiver which
allows you to raise reinforcements.

A NOTE FROM THE AUTHOR:


I hope you enjoy this Leadfeather creation. Before you play you might
want look over Shuffles's special features.
Includes two meshes:
•2 team light
•2 team dark
On legendary each team has a Necromancer who can raise the dead from
either of the two graveyards on the map. When 8 minutes are left you can
move your necromancer into the pentagram in either of the graveyards,
and you will summon undead units to help you in the game. Either necro-
mancer can use either graveyard, but once one graveyard has supplied
corpses for the fight, it’s empty and can not be used by the other team.
This means if you play your cards right you can get both sets of reinforce-
ments while making sure your opponent gets none.

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65 Codex Plugins Manual

UNITS
Shuffle of this Mortal Coil (Light) (2 start, light units) warriors, thrall, sty-
gian knights, ghols, bowmen, journeymen, wights, and dwarves.
Legendary: necromancer who can summon mrymidoins, thrall and wight
reinforcements.
Shuffle off this Mortal Coil (Dark) (2 start, dark units) myrkridia, maul, ghols,
bezerkers, bowmen, fetch, warlocks and wights.
Legendary: necromancer who can summon reinforcements

GAME TYPES
Body Count, Steal the Bacon, Last Man on the Hill, Flag Rally, Capture the
Flag, Balls on Parade, Territories , Captures , Assassination, King of the Hill
and Stampede.
Thanks to...
Vista for the nice HL site to hang out on, ask questions on, and share files
on, all the 3rd party programmers who made such nice tools, rIpp for the
sewer grate model geometry, El Bastard for the grendal ambient life, Ferrex
for permission to plagerize his Lichen to Death scripting use of the 88tele-
port tag, Nekricide for the Myrmidon port, Bungie for such nice tools,
someone I am sure I forgot, and finally, thanks to all of the beta testers
who gave valuable feed back and have helped to make this a finished plu-
gin.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Leadfeather.

Contents
66 Myth: The Total Codex

Plugin Name: Tallow Abbey


AUTHOR: Vista Cartel creation by: Daniel Kapusta, aka Circumflex,
Paul Callender, aka Fisj

SUMMARY:
A map in the placid style of “I’ll Dance on Your Grave,” where there
is plenty of animal life to mame while skipping your way to grand-
ma’s house. Just beware of the wolves...they bite back. New units
include butterflies and sheep.

A NOTE FROM THE AUTHOR:


Tallow Abbey is a peaceful and quiet place, much like the fishing hole from
the halcyon days of youth--that is until the fun begins.
There are four variants: Normal, Dark, Slugfest and Dorf Riot. Each of these
provides its own unique twist on gameplay and forces you to adopt new
strategies.
Tallow introduces a few unit modifications specific to this map, most
importantly the Vistan Thug, which is based on the poacher as found in
the Myth II hidden level "A Long Awaited Drinking Party.”The poacher has
been modified with a secondary ability which is a mortar round (using the
dwarven mortar shells).
Although this was a planned unit, Siva first released a similar unit on his
map entitled "Gunslingers" which can be found at The Barron's Keep and
other fine Myth related web sites.

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67 Codex Plugins Manual

The Vistan Thug has only 3 mortar shells, so don't waste them. The Thug is
the assassin unit and your best weapon in hunting, but he does not
appear in any other game types.
Tallow Abbey also makes use of the warlock (free warlocks for everyone
on the light version of the map). This warlock uses the confusion spell as
his secondary ability and NOT the ring of fire. The warlock is still too pow-
erful in my mind and this version using the confusion spell makes him a
bit more vulnerable.
The Dorf Riot version on the map uses two specialized dwarves taken
from the conversion map Re-Apply For Carnage. There is a minelayer dwarf
and the dwarven pathfinder that you should remember from Myth. The
minelayers can drop a timed mine with the special action key, and the
pathfinder can call in an air strike. Make sure you don't waste these
weapons tho as you only get a few shots. Many thanks to Khaavren for his
work on the minelayer and for letting us use it here.
The dorf riot variant also makes use of an uncontrollable sheep as your
assassin unit. You have to keep him alive, but you can't control his move-
ment, so you better stay alert to out manuever the 7 other teams on the
map (that's right, there are 8 teams available on the Dorf Riot variant.)
There's lots of new experiences to be had at Tallow Abbey, we're sure
you'll enjoy your stay. :^)
ABOUT VISTA
Vista is a group dedicated to the production of high quality 3rd party
Myth II plugins. These include new maps,units, models and virtually any
editable aspect of Myth II. We currently number eleven members, all of
whom have knowledge in editing and making plugins for the original
Myth. Previous work from members includes maps such as Appalachian
Hot Springs, If I had a Yeti, Blunt Force Trauma, Torpidinium and the Unity
gors. We have the programmers who wrote such applications as Piri Reis,
Amber, and Sapphire. Four of us were also involved in the Daimyo project
(now disbanded).
Go to our website for more maps along with invaluable tips and info on
making your own.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Vista.

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68 Myth: The Total Codex

Plugin Name: The Thaw Before The Storm


AUTHOR: Badlands; Chris Barrett (Plague),Tyson Green (Ferrex), Paul
Bertone (Ruiner)

SUMMARY:
A large snow covered map with frozen ponds and creeks, and
some silent homes. Includes two and eight team versions as well
as both light and dark variants.

A NOTE FROM THE AUTHOR:


“...The northerners are a curious sort. Ten months of the year their land is cov-
ered in snow, yet they run almost naked through it. They bathe in water that is
more often than not shut behind a thick layer of ice. No wonder they are so
tough in battle. Berserks they call them, and it is quite evident they are. Only
insane people would have homes here. Yet somehow they aren't quite insane.
It's as though the cold doesn't even effect them.
The other day I watched some children playing. One fell 30 hands from a ledge
onto a field of ice shards. Rather than him becoming a bloody mess, the
shards cracked beneath him. It is no wonder we won the wars against the
Fallen, for not Myrkridia nor Kithless nor the walking dead can survive the
beating they take at these people’s hands. They rarely start fires, and if they do
it is to only boil water for the haggis they so deeply crave.
The forests here are a site to behold. If only it weren't so cold. I wonder if ever
this land will thaw for the brief two months you can actually see grass grow-
ing on the ground?..“

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69 Codex Plugins Manual

The Thaw Before the Storm is a 2/8 team netmap for Myth II: Soulblighter.
The plugin includes 3 meshes:
• light 2 team
• light 8 team

Everything included in this archive, Copyright ©1998-1999, All Rights


Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
70 Myth: The Total Codex

Plugin Name: The Great Divide


AUTHOR: Badlands; Paul Bertone (Ruiner), Charles Hanlon (Visi)
SUMMARY:
A huge desert style map scarred with a deep canyon and a wide
valley. This two team and four team map brings back the good ol'
days of Myth, and also includes a six team mortar riot.

A NOTE FROM THE AUTHOR:


The Great Divide/The Dark Canyon is a 2-team/4-team netmap set on a
desert plain, separated by a large valley. Five meshes in all including 2-
team light/dark, 4-team light/dark and a 6-team mortar riot. The 2 team
maps are catered to those players who long for desert/trow from the days
of old. The 4 team maps will appeal to those players who enjoy command-
ing large armies. With high cliffs, narrow passages, fortified hills and open
plains The Great Divide provides strategic advantages at every turn. Slight
variations to Assassin leave you protecting the monuments of your heroes:
stone statues that you must defend in order to survive.
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.

Contents
71 Codex Plugins Manual

Plugin Name: The Ritual Site


AUTHOR: Soma

SUMMARY:
A forbiding lava inferno, webbed with narrow walkways and sev-
ered by impassable chasms. Don’t charge too soon, don’t charge
too late, the center like a spider craftily waits. This map introduces a
new alchemical half giant unit: the “Zorg”.

A NOTE FROM THE AUTHOR:


“..Way back down the trail of time, a covert guild of dwarven Alchemists dis-
covered the mysterious storm metal. Yet lo and behold with all their ward’s
craft and guises they could not work it. Everybody knows that the dwarves are
stubborn folk. A period of long research began.
One day in the deeps of dwarfdom a spark came to second smithmaster
Bergoin Anuilhead. Berogin laboured untill his beard busted the floor. Bringing
all the golom craft of his ancestors to bear he forged the `Zorgs’. Berogin hap-
pily rose to the honored position of high Alchemist. He died of old age a hero
of his people. He was unable to see his creations finish creating themselves.
But looking upon the might of their newfound slaves the Alchemists began to
feel increasingly uncomfortable...”
This map gives you different tactical gameplay than the most maps out
there. Ball games are impracticable because of the deep chasms on the
map where you cant go with your units. But believe me, the chasms make

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72 Myth: The Total Codex

the center an interesting place for koth and lmoth games. And it’s great
fun for hiding your soulless and spiders (by the way, its impressive to
watch body bits flying downward into the deeps :). Be sure to test out the
different game types such as capture the flag or flag rally.
The map contains a light and a dark. There are 6 Starting Locations.
I'm interested in any feedback/comments/criticisms/creative ideas about
the map. You can send them to the e-mail address below.
Many thanks for your time,
Soma
Special thanks to...
...Bungie, for the great tools and game.
...Vodi, without his great tool "Amber" we wouldn’t be able to create really
new units. Thanks a lot Vodi!
...Crestfallen, who helped me to fix the Zorgs for PC.
...John, a good friend of mine who wrote the little story.
I'd like to say sorry for all who downloaded "The Ritual Site v1.0" which
was not working correct on a PC.
“Soma” (ph.urlich@swissworld.com)
Note: If you would like to use the Zorgs on your maps, I would appreciate
it if you ask my permission.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Soma.

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73 Codex Plugins Manual

Plugin Name: The Wild West


AUTHOR: Bar 7: Randall Shaw, aka Frigidman, Michael Milvich, aka
Cyril, Gary L. Simmons, aka the Battle Cat, Jonathan Biebesheimer

SUMMARY:
“The Wild West” is a totally unique Myth conversion set in the great
American Western days of yore when the Winchester ruled the
West and a Colt .45 Peacemaker sat on every hip like a grim reaper
with ivory grips. Plug in this Wild West adventure and see all the
classic Western elements you would expect to see, from a show-
down to cleaning hardened outlaws out of a besieged cattle town.

A NOTE FROM THE AUTHOR:


With the introduction of WW2:Recon, the world saw what could be done
with the Myth II engine. Shortly after, followed some great works from
Fantasy to Sci-Fi, including but not excluding: Worlds Collide, Discovery,
and the numerous Marathon Conversion spectaculars. With these, eras
were being covered, time frames tackled, but there were a few holes left
open...
Seeing the gigantic hole of the old west, hanging there in a slump, swim-
ming in its own drool, we decided to step in and help fill it. The idea of
Wild West was born. Now here it is!
For more information about all sorts of stuff (with kewl visuals), head to
the website at: http://mill.bungie.org/wildwest/

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74 Myth: The Total Codex

FEATURES

New color map. New effects.


New net meshes. New scenery.
New solo mesh. New ambient life.
New units. Altered Bungie units.
New sounds. Altered Bungie scenery.
New weapons. Altered Bungie ambient life.
New physics.

THE UNITS
Gunfighters and Deputies:
These guys shoot bullets from pistols. To aim, just click your guy on an
enemy, and they will fire away as best they know how. The trick is to start
firing before they do. These units will start to fire on their own, but only
closer up... so if you want to take advantage of the longer ranges possible,
then you have to manually click them on the target. Adds a higher skill
factor in managing your gun slingers.
These guys also throw lit lanterns. These lanterns are not all that strongly
designed; they like to shatter into a ball of flame and spread their kerosine
all across the ground when they are lofted. These lanterns can be of great
help for holding off enemies. No one likes to walk through a wall of fire, so
in a pinch, its a great escape helper, as well as something to fry your neme-
sis with.
Outlaws and Marshals:
These tough, long dark coated, attitude ridden, foul mouthed puppies
shoot powerful bullets from their Winchester rifles. They are slower,
because they have to reload and take aim again, but don't let that get you
down... the Winchester didn't win the west because it looked pretty! This
bad boy packs a punch, and at a very long distance too boot! You can
shatter a town’s folk with just one shot from this sleek weapon.
These guys have a drawback... they can't handle when things get too close
to them, so instead of trying to take aim, they bash whomever is close
with the butt of the rifle. You do not need to double-click to get them to
bash something, they will do it on their own if the enemy is close
enough... they are not stupid you know (*cough*) lame-archers!
These rough and tumblers also throw sticks of dynamite. Careful, a single

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stick of dynamite can rip a man in half... so be darned careful where you
chuck them! Dynamite can be thrown a fair distance, but the wicks are
long so they take time before they explode... so many times, if you are
quick and see a dynamite attack, you can escape the booming death with
just a few scratches! Dynamite will explode under water, so don't think
since you're standing in a pond, that the stick of dynamite your enemy just
chucked in there with you won't go off!
Ringers:
A ringer is someone who has the talent to be exceptional at what they do.
These guys are exceptional with their gun. Ringers fire rapidly 6 times in a
row (or less if the target dies), and then have a longer recover time (think
of it as reloading). They are pretty powerful units so keep them around,
and try to be careful to not throw them into a heated battle.
Ringers are not easily found in massive quantities, so you won't find that
you have many (if any at all) in the games. Because, if everyone was a
ringer... there wouldn't be the term!
These guys throw lit lanterns as well. They carry a few more to start, so be
cautious if they die.
Doctors:
Many doctors of the old west healed the wounded due to gunshots,
extracting bullets left and right. The Doctor or Doctors you get in some of
the maps will wander along with you, and help your men in times of need.
They pick up white tin Medical Cases that can be found in supply areas.
Although the Doctors carry big black bags with them, without the extra
supplies in the tin cases, they won't have the resources to keep helping
your men. Doctors are not completely defenseless, they can confuse, sick-
en, and stun anyone who gets within range of their intoxicating elixirs.
Guard them well or keep them out of harm’s way until needed.
Cattle:
In some games, you get cattle to control. Cattle have been known to not
just stand around and chew their cud, but to also throw some serious tem-
per tantrums. If you feel like it, send a heard of cattle off to gore your
enemy. Cattle will strike with their horns and thrash anyone and anything
you send 'em after.
Wolves:
The occasional wolf was sometimes found with the occasional outlaw.
They went hand 'n hand, and many times the wolf bit that hand. These

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wolves have been decorated with a bandana so during net games, you
can tell who's wolf is who’s. This also help prevent people from picking
black colors and having their wolves come out pitch black and disgusting.
Chickens:
Chickens are good for dinner.
Horses:
No, you can't mount them and ride around the town firing your six-shoot-
er into the sky... some limits of the Myth engine prevented us from "effi-
ciently" creating this effect, so we didn't bother... didn't add to gameplay
anyhow. So, horses are just there as shields, or targets. Got Glue?
Towns Folk:
Poor hapless fools who wander the town not knowing what is about to
happen to their currently peaceful valley. Try not to shoot them... unless
the game calls for it [*evil laughter*].

GAME TYPES
The Wild West comes with a single color map. However, four different net
setups have been created on this map (known as meshes), and one solo
setup. The four are aptly named: The Lone Gunman, The Cartel Shootout,
The Good vs the Ugly, and Shoot up the Town. There is also a solo setup,
which is called "Town of Hog Waller". You get to this by holding shift down
when clicking "New Game" in the main Myth II Menu. It should show up at
top. This information wasn't initially mentioned, because we wanted it to
be a special feature for those who read readme's, like you are doing now :)
The following is a breakout of each game, and the game types they sup-
port. All games do body count, and, well... no need to mention that one, so
it's left out of the descriptions:
The Cartel Shootout
In this game, you are a gang who wish to rid the other gangs from the
town. You want the town for yourself, so you have to show who is the boss.
This game of the Wild West is your basic "everything" ground. You have a
moderate sized group of thugs (or the town’s law if you happen to start on
main street), and have various avenues for destruction. Each team start
area has a vantage point, and a drawback... so try not to rely on starting in
a certain location! Learn them all.
8 starting locations, great for non team play.

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Steal the Bacon


Last man on the mound
Flag Rally
Territories (naturally)
Captures
Assassin: You have a local guy you must keep alive. He is the cartel’s
bank keeper, so he is extremely important to your group. You lose
him, you give up the fight and vanish.
Some game types were left out, because well... they just didn't work here,
and are covered better in the other meshes.
The Lone Gunman
This game consists of one man per player. You get a choice between a
Marshal, or a Gunfighter. Choose wisely with how good you are with
whichever unit for whatever game type played, because your entire game
depends on it.
Also, play this map with the overhead map turned off. Real rustlers only
use their wits! No cowboy in the old west has mysterious "Bad-Guy-O-
Radar"!! Tip: set your unit(s) to a preset, and learn the map first before
going into battle on this one!
14 starting locations, scattered across the area.
Assassin: In this, you have a chicken to guard. Guard it with your life,
for if good ol’ Filbert dies, you die too. Hunting down chickens while
trying to keep an eye on your own can be very nerve wracking.
Hunting: Go kill all the durn chickens ya see! They have infested the
entire town, and they need to be eradicated. This game is not for the
vegetarian.
The Good vs the Ugly
This game is a long one. You do not want to set a game time of less than
10 minutes for any of the Good vs Ugly game types. Each team has many
men that you can move about and do some devious things with. But be
forewarned, the other guys are doing the same, so make sure you plan
your attacks well, or you will end up the smear of the town.
This game opens with a sequence after the trading time, so don't freak
when your camera jerks away from what you were looking at, as this is
natural. The cameras all pan to the center of the town, where a sequence
of events happen, so sit back, and enjoy the minute.

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78 Myth: The Total Codex

2 starting locations, of course. One team is all Marshals and Deputies, and
the other is all Outlaws and Gunfighters.
Last man on the street: See who is the better, in this incredibly
bloody game of pile on the street. This tight squeeze with many men,
gives an interesting strategy twist from the usual "attack the hill from
any direction".
Flag Rally: In this game, it's really important who wins that initial bat
tle for barrel #1!!!
Capture the Flag: This is the best game type for the Good vs Ugly. Not
only do you have to defend you corral from the other guys, you gotta
try to take theirs. It ain't as easy as you might think... bullets travel
fast and furious, so you have GOT to be quick and sly witted.
Territories (but of course): Hint: Diversify!
Captures: Don't keep all your eggs in one basket.
Stampede!: Send your huge herd of cattle barreling down the street
to the other gang's corral... yeah, well... you might want to think up a
better tactic, as one well placed stick of dynamite could wipe out
your entire heard!
Assassin: Cattle are your pride 'n joy, keep them alive, as if your life
depended on it.
Shootup the Town
This one is mainly made for its hunting appeal. However, for those who
wish to do a better "Teams" type play with more units, and fewer starting
locations, many other game types are supported for your fun 'n thrills.
Warning: Due to the massive amount of ambient targets in the hunting
game, very slow computers are not recommended (meaning, if you only
have the base required to even play Myth2, then you shouldn't host this
one).
4 starting locations, great for team play games.
Last man on the mound
Bacon bacon, where's my bacon!
Rally 'em Flags
Territories
Hunting: Kill anything and everything you can get a bead on. Tip:
Main street is not the only place to find lots of targets.

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79 Codex Plugins Manual

Ass'in: This has an interesting twist to start out an assassination


game.
Town of Hog Waller
Welcome to the Solo level.
The story, well... you can read about it when you start the level.
How to start the level? When you load up Myth II, and you get to the main
screen, hold down "shift" and press the New Game button. You will then
get a massive list of stuff to pick, and something new up top. Select "Town
of Hog Waller,” and hit begin.
The level is meant to be difficult, so if you are having trouble, don't worry...
that's what is meant to happen. However on the other hand, if you find it
overly easy and beat it on "LEGENDARY"... then send us on in a film show-
ing your Western prowess!
If you go off on an ego trip touting that it was way too easy and you beat
it in only 6 minutes the first time, then well... you must have stumbled on a
freak chance of random instances that never showed up during testing. So
go play it again and see if you are so lucky again.

CREDITS

Randall Shaw --- Graphics Alchemist


Unit modeler/animator
Collection graphics/setup
Map color/shadow/height and meshes
Pregames
Promo Web Site
Project Coordinator

Michael Milvich ---Tags Wizard


Tags tags and more tags
Physics for explosions and effects
AI setup of new units and ambients
Map actions and special sequences
Creator of the solo level action/flow
Vice Project Coordinator

SEG Digital Media:


Johnny Biebesheimer ---Professional Sound Coordinator

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80 Myth: The Total Codex

Composer, creator, manager

Larry Caringer --- Professional Voice Man


Voice of the Outlaw/Marshal
Voice of "Cold Chuck Johnny"
larry@americancomedynetwork.com

Joel Graham --- Professional Voice Man


Voice of the Gunfighter/Deputy
jgraham@americancomedynetwork.com

Doug Doescher --- Professional Voice Man


Voice of the Doctor
Voice of "Wyatt Earp"
digthedoug@aol.com

Gary Simmons --- Writer Extraordinaire


PR guru
Flavor writer
Name creator
Plot handler
Finder of stuff unfindable

James Head --- Beta Testing Wacko


Finder of things broken
Annoying pestering "make this fixed!" person
Great inquisitor of busted-upedness
Ah you get the point

Robert Shaw --- Beta Tester


Net play tester
Unbiased views
Fresh look on entire creation
LinuxPPC Guru (just had to throw that in! heh!)

Fisj ----------------Vistan Beta Tester


Deathwhore ----------Vistan Beta Tester
Damas ---------------Vistan Beta Tester
Net play testers
Biased fresh views
Incredible map makers themselves!

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81 Codex Plugins Manual

Hans Birkeland --- Amber 2.0 b5 © 1998-99


Tag Extractor © 1998-99
Also a Vistan beta tester
vodi@online.no

Copyright © 1999 in whole or in part Bungie Software Products


Corporation.
This creation, The Wild West, by the Bar 7, cannot be used in full or in part
in any other creation without the explicit written permission by one of the
coordinators of the group. Failure to do so will result in copyright infringe-
ment.
LIMITATION ON DISTRIBUTION. The User may freely distribute the plugi-
nand this documentation provided they are distributed together and in
their original form, complete and unaltered. In particular, this license docu-
ment must accompany all distributed files. Unless the User obtains prior
written consent from Licensor stating otherwise, the User may not charge
in any way for distributing this plugin!
LIMITATION ON USE. With respect to the plugin, User may not: modify,
translate, deface, or create derivative works based on the pluginor the doc-
umentation; rent, lease, grant a security interest in, or otherwise transfer
rights to the plugin or the documentation; or remove or alter any
Trademark, logo, copyright or other proprietary notices, legends, symbols
or labels in the plugin or the documentation, or in copies User has made
of the pluginor the documentation.
DISCLAIMER. Any injury, lack of sleep, physical abuse, or other personal
effects caused by the use of this archive is at the hands of the user; the
creators have no legal responsibility regarding these problems. Any dam-
age to hardware, or other software, is also not the responsibility of the cre-
ators.
Created in part with Bungie's Fear and Loathing by:
Randall Shaw, the-mill@bungie.org
Michael Milvich, milvich@montana.edu
Although all pregame/postgame images were modified and changed
massively from their original form, credit due where given:
Town Pregame Base Image:
Copyright 1996-1998 Nomadic Pictures.
Cartel Pregame Base Image:
http://www.homestead.com/gunfighters/files/shoot2.jpg
Lone Gunman Pregame Base Image:
http://www.gshield.com/siluet2.jpg

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82 Myth: The Total Codex

Other Pregame Base Images Copyright by external sources.


Solo Pregame Base Images Copyright by external sources.
Solo Postgame Base Images Copyright by external sources.

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83 Codex Plugins Manual

Plugin Name: Urban Warfare


AUTHOR: Ailil of OMAG, a.k.a. Chad Wayne

SUMMARY:
WWII:Urban Warfare, the first of the "fourth party" World War II
maps, places Santa's Head's soldier units in a town setting, result-
ing in exciting house to house combat. Multiple variants are avail-
able including 2-team, 4-team, and two different free-for all vari-
ants with 12 starts.

A NOTE FROM THE AUTHOR:


The reason this map was created was to add some variety/choice to the
World War II scenario created by Santa's Head #CP#.
THE MAPS
There is one mesh, a conversion of the awesome map "Going to Town"
from Bungie. Because this map was not being played by many people, I
decided to give it some new life by adding World War II units. The variants
are as follows:
12 player Elimination: Each player has one unit. This variant includes
Assassin, Terries, KOTH, LMOTH, Captures, Bacon, and BC.
12 player Patrol: Each player has 3 units. The games are the same as in
Elimination. 4 team: Each team starts with 16 soldiers and a field cannon
(normal and above). Trading is available similar to WW2: Recon. Games

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84 Myth: The Total Codex

include those above in Elimination and Patrol as well as Capture the flag
and Balls on Parade. 2 team: Same as 4 team except for 2 teams.
CREDITS
Thanks to OMAG for helping me test this map, to Da'minion (OMAG) for
his advice and help. Also a special thanks goes to Santa's Head #CP# for
giving me permission to use his World War 2 tags. (If you would like to use
his tags contact him. He created them and owns exclusive rights to them.)
Thanks to Clan Plaid for beta testing this map, for their suggestions, help,
and for the time they spent trying to break it four ways to Sunday. Thanks
to Conner #CP# and Scruggler #CP# for putting up with me every evening
for the last week and for allowing me to take up so much bandwidth on
the CPHL.
This plugin was created using a PowerMac G3 and the awesome and pow-
erful Bungie tools, Fear and Loathing. Start screens were created using
Adobe's Photoshop. This map was adapted by me (Ailil). If you desire to
modify or use the meshes or units which I adapted and are used herein
please contact the respective parties mentioned in this readme for per-
mission. Basically have fun with these meshes and give credit where credit
is due.
Contact: my email: cwayne@gsbs3.gs.uth.tmc.edu
Do not e-mail me about strategy or changes you would like to see. If you
find a bug that makes play impossible, I may consider updating the plugin.
Otherwise play this map as is. Comments are welcome.
Check out the OMAG Map Archive (http://www.omaguinness.com/) for
other fun maps created by OMAG mapmakers.
Finally, just remember war and death are not "fun" things. Millions of Men,
women, and children died between the years of 1932-1945 as a result of
national aggression, ethnic bigotry, and imperialistic goals. Let us hope
that this world will never again see such atrocities as those practiced in
Eastern Asia, WesternEurope, and Africa. Keep in mind that a game is noth-
ing like the horrors of the real thing.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Chad Wayne.
WWII: Recon tags Copyright © 1999 Craig Goodman.

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85 Codex Plugins Manual

Plugin Name: Worlds Collide


AUTHOR: Cydonian

SUMMARY:
Worlds Collide is a science fiction netmap with all new units,
sounds and scenery. Your team's forces include robots and alien
races, armed with laser guns, grenades and more.

A NOTE FROM THE AUTHOR:


There are 2 mesh variants: a Free-For-All map with six starting locations,
and a two-start team map with a larger number of units. Difficulty level
does not change anything. All Myth2 game types are supported on both
mesh variants.
UNIT HINTS
Shocktroopers (the armored humanoids) are armed with laser rifles, and
are also able to use grenades. They are deadly as long as the enemy is kept
at a distance, but are nearly useless in a melee. Think of them as your bow-
men.
Shreen (the insectoid race) begin the game with one grenade. They can
pick up and throw more grenades when they find them on the map.
Shreen are quick and have a strong slash/bite melee attack. Think of them
as your berserks or Myrkridia.
Psy'rins (the blue-skinned female aliens) possess superior mental powers

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86 Myth: The Total Codex

akin to telekinesis. The ability to affect matter with their minds allows
them to damage or heal units from a distance, as long as they have the
strength (their powers are mana-based). They have no other attack.
Psy'rins are powerful units as long as they're protected. They will die
quickly on their own or in the open. Still, their accelerated minds give
them quite the superiority complex. Think of Psy'rins as a weaker war-
lock/journeyman combination.
Sentry Droids (the barrel-chested robots) were designed for guard duty,
but have been enlisted in the war effort due to short supply of live troops
in this sector. Their pole-arm weapon emits a strong electrical charge up
to a short distance. They are slow and dimwitted, but can stand a lot of
punishment. Think of them as your Stygian Knights.
Drone Bombs (the round hovering units) are sort of like a robotic wight.
Like wights, they are easy to destroy, and often do not reach their target.
Use them to scout (they're much quicker than wights), or to attack a dis-
tracted enemy. To reflect their 'stealth programming', Drone Bombs can-
not be auto-targeted. They are visible on the overhead map, but your
shocktroopers won't shoot at an enemy Drone Bomb until you order them
to. Be careful out there.
Laser Turrets (large mounted guns) do not move. They are available only
in Capture the Flag games, where you have a 'home base' to defend. The
gun has 360-degree rotation, but might have some problems targeting
different elevations. When fully charged (mana) they fire five laserbolts
quickly, but then can only fire 1 blast at a time while recharging. They pro-
vide a bit of extra defensive power, but don't rely on them completely.
Lizards are...well, lizards. They are used as ambient life, stampede units,
and hunting targets.
MAP HINTS
Terrain: nearly all of the map is passable by all units. There are a few
obstacles, and these are usually obvious. Sorry to those who might find
that dull.
Scenery: you will easily identify the netgame flags and balls. The only
other significant new scenery are the crates lying around on the map. You
can use these for cover from enemy shocktroopers, but don't sit behind
them too long. The contents may not be entirely stable.
Concussion Grenades: several small stockpiles of grenades are scattered
around the map. Only Shreen and Shocktroopers can use them.
The "crashed-scoutship-in-a-crater" serves no purpose other than to add a

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87 Codex Plugins Manual

little flavor to the map. And random ambient sounds.


THANKS LIST
Thanks to: Los Geezers (my ordermates) for loads of fun games and help
with beta testing. Everyone who enjoyed or tried the original June release
of Worlds Collide; your comments, suggestions, and criticisms have been
very helpful. Santa's Head and the Re-Animator; their outstanding work
originally inspired me to try making my own stuff. Can't forget Vodi, for
developing Amber. And thanks to all the people making great maps that
keep me and everybody else playing Myth.
ABOUT USING THE UNITS AND TAGS
In case you would like to make and publicly release your own map using
Worlds Collide units, you may do so with these considerations, in addition
to observing the requirements set by Bungie:
Your documentation file (read me) must credit Cydonian as the originator
of the units, and include my email address (cydonian@mail.com). I prefer
that the unit tags not be modified, but if you must do so for some reason,
your documentation must state that "the tags have been modified and
any resulting problems are not the fault of Cydonian" :)
Also, bear in mind that the units were entirely designed to function prop-
erly only with each other, and mixing them with different units or adding
them to medieval-age armies is not likely to work well.
If your intention is to modify the tags to such an extent as to create an
entirely new unit using my sprites or sounds, please write to ask permis-
sion. It's only polite.
I hope you enjoy playing "Worlds Collide".
- Cydonian
ALSO BY CYDONIAN:
"Pleasant Valley Sunday" - my first netmap, with traditional Myth units.
Nothing too special.
"Pirates of the Caribbean" - Black Sam envisioned and designed it, and I
brought it to life.
"1861: Civil War" - in early beta as of this writing. Yanks and Rebs and lots
of smoke.
Copyright © 1999 in whole or in part Bungie Software Products
Corporation. Created with Bungie's Fear and Loathing by Cydonian.

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Plugin Name: World War II: American Soil


AUTHOR: Jason "Spanky" Chrest

SUMMARY:
A night version of WWII: Recon with new flags as well as new
weapon attributes. This multiplayer map is based on a fictional
attack of a swamp in Mississippi. Expect brighter RPG explosions,
tracers following the bullets, some secret map attributes and the
most exciting flag placement ever in "Capture the Flag" on the (S4)
map.

A NOTE FROM THE AUTHOR:


“...Although I couldn't tell anyone of what happened that night when the
Nazis landed on our shores, I remembered it fondly. Now that I'm dying the
story can be told...they shot my partner that night, and who would have
imagined the Nazis Landing in Mississippi? They brought the war to our
home, that's when it got Personal...”
Spanky here with a few notes on WWII: American Soil:
BACKGROUND
I was about to get into starting a Civil War project. Still waiting to start on
that, looking for someone who can make good clean units.
Started working on the WWII: American Soil, because I was pretty upset
that someone STOLE the tags from Santa's Head and Massacred WWII. I

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came up with AS in order to fix the damage he created, not knowing what
Santa had in Store (wowzers). As might not have the goodies that he is
working on, but definitely worth playing... very challenging terrain, spooky
bats that will make you jump and a lot of little features that make it as
explosive as the new RPG blasts.
Be nice to My In-Laws
*Warning DO NOT KILL THE FISHERMAN! He'll haunt you till you die! =o) *
MAP INFO
Overhead map is big.. awkwardly scrolls left to right so in terries there are
flags on both sides of the map, you might not see them at first
CREDITS
Thanks to the wonderful people at Clan Plaid for their willingness to put
up with me and my first try at a map, very very helpful guys.
Thanks Santa... I really enjoyed getting my tailkicked when we tested the
map. =o( hehe, and thanks for the Bayonet Stab fix.
Thanks to Magellan, macsteve, and Hanover fist-- couldn't have got it done
without you.
Any desire to use any of these items should be routed to the person
responsible for it's creation
Spanky- Penuel@bungie.net
Love and Devotion to My Wife Gail... SHMILY

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie’s Fear and Loathing by Jason Chrest.
WWII: Recon tags are Copyright © 1999 Craig Goodman. The US Flag is
property of Cydonian. The CTF flags were made by Spanky, inserted into
tag format by Cydonian.

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90 Myth: The Total Codex

Plugin Name: World War II: Recon


AUTHOR: Craig Goodman, aka Santa's Head

SUMMARY:
WWII: Recon is a map of modern warfare. It requires intricate
micromanagement and offers stunning realism. This total conver-
sion takes Myth II to new heights. Introducing new units, sounds,
weapons, and physics, all on a new map!

A NOTE FROM THE AUTHOR:


"...There are times when fear drops below the threshold of the mind; never
beyond recall, but far enough from the instant to become a background.
Actions are less thought than done and only in hindsight do you realize the
horrors you have witnessed and caused. A milometer from our first DZ, I felt a
bullet whiz past my chin and saw my comrade,whom I had known all through
training, absorb the impact of an RPG as small arms fire cut through the men
behind him. I knew suddenly and forever that this was war, and I was in it..."
SITUATION
There is enemy action in the neutral zone! We need intel. Grab your gear
and get to the plane, you're going in!
YOUR UNITS
Soldier - "Move it out maggot!" A well trained military man bearing a bay-
onet, automatic rifle and hand grenades. Never underestimate the damage

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a single man can do.


Field Cannon - Artillery support for your ground troops. Maybe having all
our men hiding behind the same tree, was a 'bad' idea.
THE MAPS
S-2 - A two team map allowing Terries, Captures, CtF, BoP, KoH, LMotH,
Assassin, StB, and Body Count.
S-4 - A four team map offering the same game types.
Elimination - twelve starts, one Soldier each. Just you against the big
badworld. Watch your back, Jack. Play this blind, I dare ya. (Does not
offer BoP or CtF)
Patrol - twelve starts, a three man patrol at your disposal. Even with
only three Soldiers you will have your hands full. (Does not offer CtF
or BoP)
DIFFICULTY
There are MANY subtle changes on each map with changes in difficulty. In
brief, Cannons and RPG's are limited or non-existent in Timid or Simple,
and Legendary offers more weapons, objectives, and MedKits (Look for
"Medical Supply Crates" in Elimination and Patrol).
NEW FEATURES AND HIGHLIGHTS
Two completely new units, the Soldier and Field Cannon.
New Flag and Ball scenery.
Multi-cultural units.
New sampled sounds.
New weapons (and the stains they leave).
New explosions.
Natural terrain with unlimited passability. Your tactics are only limited
by your situation and imagination.
Overhead Map view is limited to the area you have explored, allow
ing you to pick up grenades and customize troops in privacy.
You can throw grenades and special weapons at anyone, even your
friends, so make SURE you know what you are doing.
Entirely new feel, this is not the Myth you are accustomed to.

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. Created with Bungie's Fear and Loathing by Craig Goodman.

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92 Myth: The Total Codex

Plugin Name: World War II: Titans


AUTHOR: Craig Goodman, aka Santa's Head

SUMMARY:
From the creator of the revolutionary World War II: Recon comes
World War II: Titans. Where Recon pitted small groups of infantry
men against each other, Titans introduces a fantastic new element:
Mechanized Armored Cavalry. The tanks of Titans are the size of
German Tiger II's or Russian T-100's, and the ground shakes when
their main guns fire. Titans also expands Recon's arsenal of infantry
weapons to include flamethrowers, different types of mines, and
surprising new uses for high explosives.
On the Codex we've only included the multiplayer component of Titans.
If you point your web-browser to http://www.clanplaid.net/misc/titans,
however, you can download a plugin that will allow you to play all of the
single player Myth II maps with Titans' World War II units!

TITANS MANUAL
THE UNITS
The Soldier
General Information: Your soldiers comprise the bulk of your army, and
they are perhaps your most versatile units. Though they may not have the
raw firepower of tanks or field guns, they can adapt to various combat

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roles by using special equipment. Soldiers cost 4 points in unit trading.


Mobility: Soldiers can traverse just about any kind of terrain and can
move fairly quickly. They are considerably faster on open ground than field
cannons, but slightly slower than tanks. Scaling steep terrain or moving
through water will greatly slow down a soldier.
Standard Armament:
Rifle: The semi-automatic rifle fires four-shot bursts, taking a few seconds
to reload between bursts. To fire the rifle at an enemy, select your soldier
and click on the target. The rifle has long range, is quite accurate and is
capable of leading (aiming ahead of ) moving targets, but does relatively
light damage. As a soldier becomes more experienced, his accuracy and
rate of fire improve.
Bayonet: A bayonet has also been affixed to the end of the rifle for those
"up close and personal" situations. It is used by clicking on a very nearby
target. The bayonet inflicts grievous wounds, doing considerably more
damage than the rifle's bullets. The bayonet cannot be used against tanks,
but can be used to destroy field cannons.
Fragmentation Grenades: The 'frag' grenade is ideal for dispatching ene-
mies hidden behind cover or otherwise unreachable by rifle fire. It inflicts
heavy damage in a fair-sized blast radius, capable of wounding or killing
multiple clustered soldiers at a time. To throw a grenade, press the special
action key and click on an enemy or a point on the ground. The grenade
has a 4 second fuse, and usually bounces slightly beyond the point which
it is aimed at before exploding. It is advisable not to aim at your enemy
itself, but rather where you think your enemy is going. Frag grenades are
ideal for destroying enemy field cannons and can be used (with much dif-
ficulty) to destroy tanks.
Additional Equipment:
Soldiers can pick up and use one item of additional equipment found on
the battlefield, with the exception of fragmentation grenades (limit of 10).
To pick up an item, select your soldier and click on the item you wish him
to pick up. Useful items include: additional hand grenades, medkits,
flamethrowers, Claymore mines, land mines, RPGs, incendiary grenades,
flak vests, TNT vests, and belts of machine-gun rounds.
Field Cannon
General Information: Designed for anti-personnel roles, this cannon can
make a very effective support weapon for defensive emplacements. The
cannon is heavily armored and difficult to destroy, except with artillery fire

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94 Myth: The Total Codex

and/or very nearby soldiers. The field cannon costs 16 points in unit trad-
ing.
Mobility: Due to its large bulk, the field cannon moves extremely slowly
and has difficulty traversing steep terrain.
Armament: The field cannon comes complete with a 110mm mortar can-
non and an AMP (Artillery Mine Placement) converter for deploying land
mines over long distances.
110mm Mortar: The main gun of the cannon fires a very powerful high-
explosive mortarround, which can cause devastating damage to enemy
infantry formations on a direct hit. It fires slowly and is tricky to aim, but
has extremely long range. To aim the cannon, you must attack ground
(control click) approximately 60% of the distance between the cannon and
where you want the shell to land. This takes a lot of practice to get right, so
you may want to experiment with this before you attempt to use a can-
non in battle. Since the cannon can fire well beyond its own sight radius, it
is advisable to scout out enemy targets with infantry to best take advan-
tage of the cannon's long range. The main gun has unlimited ammo, but
can only fire when its blue power bar is full (all the way across the top of
the yellow unit selection box).
AMP System: The AMP is the secondary firing mode of the field cannon.
The AMP systemdeploys 5 mines over a fairly large area (dependent on
distance) by pressingthe special ability key and clicking on the target loca-
tion. The mines are in all senses identical to the anti-personnel land mines
that can be deployed by infantry. The cannon only comes equipped with
two AMP shells, so use them wisely.
Weaknesses: Though the field cannon is outwardly a very powerful combat
unit, it does have its fair share of weaknesses. First, the cannon has
extremely poor mobility, which makes it ineffective for quick offensive
maneuvers and unable to dodge incoming grenades or artillery fire.
Second, the cannon's main gun cannot fire at close in targets, making it
defenseless against nearby infantry. Its reasonably heavy armor does not
offer much help when it cannot return fire.
M-61 Main Battle Tank
General Description: This steel giant is what Titans is all about. It combines
size, speed, armor, and heavy weapons to make it a very dangerous com-
bat unit. The M-61is based on the medium tanks employed by various
sides during World War II.
The M-61 MBT costs 40 points in unit trading.

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Movement: Due to the large size of the M-61, it is not able to move in heav-
ily wooded or otherwise cluttered areas. Although the M-61 can slightly
outspeed a soldier, its turning speed is very slow, leaving it open to attacks
when changing directions.
Armaments: The M-61 sports a fast-firing forward mounted .30 caliber
machine-gun and a powerful 77mm cannon as its main gun. It can also
use its crushing weight as a close range weapon.
Machinegun: Nicknamed "The Scythe" for its ability to mow down enemies
like a scythe to wheat, the M-61's machine-gun is its primary attack (click
on an enemy to attack it) at close to medium range. It is less accurate than
a soldier's rifle, but makes up for innacuracy with its much faster rate of
fire.
Designed for anti-infantry, the machine-gun is almost completely ineffec-
tive against enemy tanks. The tank carries an effectively inexhaustible sup-
ply of .30 caliber ammunition.
77mm Cannon: This is where the true power of the M-61 lies. The main
cannon is able to deliver a high-explosive shell over long distances, with
rather impressive accuracy. A single well placed shell can devastate a large
infantry formation, killing many and wounding many more. The main can-
non can be fired by using either the primary attack at long (greater than
rifle fire) range, or the special ability key at medium to long range. The
main cannon will not lead moving targets, so you may want to aim at the
ground ahead of them.M-61s only carry 16 shells for the 77mm cannon.
The cannon can only fire when the blue power bar is full (all of the way
across the top of the yellow unit selection box).
Overrun: When enemy infantry are too close for comfort, you can use your
tank's treads as a weapon. Using the special ability key and clicking on a
target at very close range will make the tank attempt to run over the tar-
get. This can also be used to knock down trees in the tank's path, although
it is ineffective against large groups of infantry or trees.
Design Flaws: The M-61's size can be considered one of its drawbacks, as it
makes an easier target and has difficulty traversing heavily wooded areas.
The M-61 may have impressive armor, making it almost completely
immune to small-arms fire, but weak armor on the underside makes it vul-
nerable to well-placed hand grenades.
EQUIPMENT
1) Fragmentation Grenades
Although designed for anti-personnel roles, fragmentation grenades are

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96 Myth: The Total Codex

the premiere weapon for taking out tanks on the battlefield; a well placed
grenade can nearly take out an M-61. It explodes 4 seconds after the pin is
pulled (special ability key), spraying shrapnel and detonating other explo-
sives in a small radius. Soldiers can carry up to 10 fragmentation grenades.
2) Incendiary Grenades
The incendiary grenade is a small petroleum-filled canister with a phos-
phorous detonator. It explodes on impact, spreading its fuel over the
ground and starting a large fire. Incendiary grenades can be used to flush
enemies out of cover or scatter enemy troops, giving your men an advan-
tage in a gunfight. An incendiary grenade will explode if the soldier carry-
ing it dies.
3) Smoke Grenades
The smoke grenade is a small yellow canister which spews out a thick
cloud of smoke shortly after being thrown, making it an effective distrac-
tion and cover for advancing troops. The grenade smokes for about 30
seconds, then makes a small explosion which can be used to set off explo-
sives on the ground.
4) Rocket Propelled Grenades
The RPG is essentially the same as the RPG from WWII: Recon. To fire the
RPG, use the special ability key, then click on the ground about 40% of the
way between the firer and the target. RPGs are difficult to aim, but can
deliver a devastating blast over a very long range. An RPG will detonate if
the soldier carrying it dies.
5) Heavy Machine-gun Belts
This belt of .30 caliber rounds can be used with your rifle to produce fully
automatic fire, similar to that of the Scythe. You are limited to 40 shots per
belt, and until the belt is exhausted you will need to use one hand to feed
the ribbon and therefore give up the ability to throw grenades.The num-
ber of bullets remaining is displayed in your unit's inventory.
6) Anti-personnel Land Mine Packs
The land mine is a particularly effective defensive weapon, allowing you to
guard important areas without having any troops in the vicinity. To plant a
mine, simply place your soldier where you want the mine, press the special
ability key, and move out of the area. Mines take about 5 seconds to arm,
after which they become invisible, so you might want to remember where
you put them. Mines come in packs of 5, and are best used in fields: either
tightly clustered groups near important objectives or in loose patterns of

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97 Codex Plugins Manual

ten or more to cover a well traveled area. It is preferable to have multiple


soldiers laying mines at once, and use the formations to space mines
apart.
Since these mines were designed for anti-personnel roles, they aren't par-
ticularly effective against tanks.
7) Claymore Mines
The claymore is a remote detonation mine with a shaped charge designed
to fire a directed shrapnel blast. The claymore is one of the most compli-
cated weapons at your disposal but it can be used to great effect when
operated properly. To arm a claymore mine (after picking it up) use the
special ability key and click about 3 soldier widths away, throwing it in the
direction you wish to direct the explosion. If done correctly there will now
be two objects on the ground: the armed mine itself, and the detonator.
Clicking at longer ranges will throw the mine, but it will not be armed, and
no detonator will appear.
To detonate the mine, you will need to pick up the detonator, move to a
safe position, press the special ability key, then click on the ground near
the claymore and wait a few seconds. The detonator has three charges
allowing it to be used for multiple claymores and has a range slightly
longer than a thrown hand grenade. Claymores are best placed in bushes
or other areas obscured from sight, to ensure maximum surprise. A tank
will only take significant damage from a claymore if it runs directly over it
as explodes.
8) Flamethrower
The flamethrower has been known to inspire great fear in the soldiers it is
used against, and for just cause: it can be a very devastating anti-infantry
weapon. The flamethrower fires a deadly stream of flaming gasoline at its
target, setting everything in between ablaze. It is very effective at flushing
enemies out of cover and forcing them to scatter, while inflicting heavy
damage at the same time. The flamethrower carries enough fuel for three
bursts and is used via the special ability key. Be aware that tanks take very
little damage from the flames and that the fuel tanks have been known to
explode if the carrier dies.
9) Flak Vests
The heavy armored flak vest was designed to increase a soldier's odds of
surviving battle by absorbing much of the force behind bullets and shrap-
nel.
Although the vest roughly triples the defense of its wearer, it covers all

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98 Myth: The Total Codex

field gear so grenades are unusable while wearing the vest. To remove the
flak vest, press the special ability key and click on the ground.
10) TNT Vest
This suicidal weapon transforms an unlucky soldier into a powerful walk-
ing bomb. The vest packs enough explosives to easily take out an enemy
tank, or a large group of soldiers, which can be detonated using the spe-
cial action key. Be warned, there is no way to remove the vest once it is
equipped, and the vest will explode if the wearer dies.
11) Medkits
The medkit contains all the basic materials to fix up everything but death.
The Medkit has a very short range and will heal the patient to about 80%
of full health. Simply press the special ability key, click on the soldier you
wish to heal and wait for the medkit to take effect. It is normal for a soldier
to bleed profusely while the medkit is being used on him. Medkits can
also be used to repair cannons to very near full health, and tanks to about
50% health.
12: Artillery Shells
Leftovers from a previous battle, these artillery shells serve as more of a
dangerous obstacle than a useful weapon. They can be thrown by soldiers
for a grenade-like effect, but their weight severely limits the range. To
throw a shell, use the special ability key.
IN THE FIELD
1) General Field Description
The field is filled with obstacles to help and hinder you. They include: hills,
sandbags, trees, tall grass, tank traps, barbed wire, and crates.
Hills: Hills can provide effective cover against enemy tanks, and also pro-
vide an increased projectile range when throwing things from the top.
Sandbags: Walls of sandbags surround many of the objectives, providing
limited cover for troops and interfering with tank mobility. Sandbags can
be destroyed by explosives.
Trees: The trees found on this map have a smaller impassible radius than
those in regular Myth II, making it possible to get much closer to them,
and in some cases shoot through copses of trees. They are also destroy-
able, by just about any kind of attack. Trees provide some cover, but are
mostly useful just for getting in the way of tanks.
Tall Grass: Clumps of tall grass found around the map are idea for hiding

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99 Codex Plugins Manual

soldiers or claymore mines. Soldiers hiding in some places become almost


invisible, allowing then to launch surprise attacks.
Tank Traps: These large barriers allow soldiers to pass through unhindered,
while forcing tanks to go around them. They are indestructible, and can
provide decent cover.
Barbed Wire: Barbed wire can also be found around some objectives, inter-
fering with the movement of tanks and infantry. Barbed wire provides no
real cover, and can be destroyed with explosives.
Crates: Crates are scattered about the landscape and make for a minor
obstacle.
2) Recon Data
A strategy map is available online to assist in planning squad movements
and keeping track of mines and traps. To download a color or grayscale
version, head to: http://www.clanplaid.net/misc/titans
Here is a description of what the markings on the map mean:
Small green dots: These represent the starting location for team one. They
are only found in the bottom left of the map.
Small red dots: These represent the starting location for team two. They
are only found in the top right of the map.
Larger red dots: These represent the locations of netgame objectives. They
are all marked with red letters.
"HQ-N" (red letters): The northern headquarters. This is where team two's-
flag for Capture the Flag games is positioned.
"HQ-S" (red letters): The southern headquarters. This is where team one's
flag for Capture the Flag games is positioned.
"G1" through "G9" (red letters): These "goal" locations hold netgame
objectives (flags and balls).
"H1" through "H13" (white letters): These locations mark each of the 13
hills found on the map, numbered from south to north.
Black letters and grid lines: These separate the map into a grid, making it
easier to call out the locations of mine fields, enemies and items. Saying
"placing mines at L4" is a lot easier than saying "Placing mines to the left
of that big hill in the southwest," and helps eliminate confusion. This grid
matches the grid found on the overhead map exactly.

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100 Myth: The Total Codex

One the grayscale version of the map, items in red appear as dark gray,
and items in green appear as light gray.
The overhead map can be obscured beyond the sight range of your
troops at their starting locations, to prevent you from being able to see
the actions of your enemy (laying mines, picking up items, setting clay-
mores, blowing up obstacles, etc). The strategy map is helpful for familiar-
izing oneself with the layout of the map, and finding coordinates when
they are obscured on the overhead map.
3) Titans Variants
The Titans map contains 5 different "meshes" (distinct maps) which vary in
units, teams, and item placement. The different meshes are described
below:
WWII_Titans S-2 (SH): A standard two team map. Each side has the option
of trading for up to 2 cannons or up to 24 soldiers.
WWII_Titans T-2 (SH): Another two team map. Each side has the option of
trading for up to 2 tanks or up to 24 soldiers. On capture the flag games,
each side gets three extra soldiers.
WWII_Titans T-2+ (SH): Another two team map. Each side has the option of
trading for up to 5 tanks or up to 50 soldiers. On capture the flag games,
each side gets three extra soldiers. Heavy winds sweep the map.
WWII_Titans D-A (SH): 15-start free for all map. The unit count varies
depending on the difficulty level, as follows: Timid and Simple - 1 tank
only; Normal and Heroic - 1 tank and 1 soldier; Legendary - 1 tank, two sol-
diers.
WWII_Titans Patrol (SH): 15-start free for all. The unit count varies depend-
ing on the difficulty level, as follows: Timid - 1 soldier; Simple - 2 soldiers;
Normal - 3 soldiers; Heroic - 4 soldiers; Legendary - 6 soldiers or 1 tank
(only for one starting location). The player with the tank gets a strong dis-
advantage in Body Count games, due to 6 soldiers being killed at the start.
A NOTE FROM SANTA
Doing these maps has made me think alot about war, and all its horror.
Since starting WWI in February, I have read many, many books on the sub-
ject and have no greater opinion of it. I understand it. I understand WHY
we do it, and why it is needed at times. I still get teary though, when I think
in depth about how real it really is, all over the world, right this instant.
Let us hope that the human spirit's need to express this brutality can

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101 Codex Plugins Manual

someday be limited to our computer screens.


Repsect diversity. Have FUN.
- Santa's Head #CP#Z
CREDITS
I (Santa's Head) created the WWII unit design, scenery, prescreens, maps,
meshes, artifacts, charts, and a few other things that aren't easily catego-
rized *smile*. But a work of this scale is never completed alone.
I'd like to take a moment to thank the many many people who, without
their tireless hours of testing, documenting, downloading, retesting (and
crashing) this project would never have been completed.
First and foremost, it is important to recognize Conner, who has been
there every step of the way, with more support than I thought humanly
possible. I may have made it pretty, but without his constant feedback this
would be a much different beast. He should also be credited with saying
"Stop making stuff! lets release this thing!" *grin* He did the same thing
for WWII:Recon, so if you see him, give a respectful "Thank you." He also
did the screen shots and put the movies together, managed the progress
of the webpage and documentation, and kept it all together.
Next comes the rest of the #CP# gang. Wow, I never knew a group of dis-
tant friends like this could exist and be so close. It's been almost two years
since the first game I played of Myth. I never knew how it would change
my life for the better. Thanks guys, for everything. I've got a big piece of
ya's in my heart. ("You guys suck!")
Non #CP# testers included Attaboy Skip, Burnout, Case, CodeToad, Cozmo
and the 37 crew, Dark Angel, El Bastard, Faded, Freewill, Gothmog, Keyzer
Soze, KUS, Mara, Moonshade, Neurotic, Noctavis, Odin, Panamon, PoohBear,
Ragnarok, rhino, RZA, Saxum, Sibrax, SidtheGr8, Silencer, Spond!Max, Spy6,
Lan, Sven, and Tox. Extra Special thanks to Drunk Bob, for technical 'guess-
es' on various and odd bugs found while testing the solo version of this
project.
Thanks DB!
Soulsbane and Conner redid/rescripted the broken solo levels and made
them work (no small task indeed!). While getting the WWII Units onto the
map is easy, making it all work and be balanced for every map is not.
Infininight put the web page together, and I think it's a wonderful piece of
work!

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102 Myth: The Total Codex

The sizable and very detailed documentation was completed by uperco-


bra, Cunbelin, BloodRain, ActiveX, and was overseen and edited by
EyeSore.
Alienate graciously crashed most consitantly *grin*, and so provided a
very necessary Quality Assurance aspect that cannot be ignored.
So many individuals have offered ideas that became essential aspects of
this
plugin, but for the life of me I can't remember all of them, so this para-
graph is dedicated to The Unknown Suggestor. The most imporant part of
this work are the players. It is good to be able to make something that
brings so many diverse people together, and many of those people had a
direct influence on this work. Thanks guys!
And last but certainly not least, thank you Bungie, for constantly pushing
our expectations of the computer gaming industry! I'm sure Oni and Halo
will be no exception. Releasing the Myth editing tools has brought a rich-
ness to this game that would otherwise be sorely missed. Cheers!
LEGAL INFORMATION
Use of the unit plugin for building your own maps is limited in the follow-
ing manner:
No items from the WWII Unit Plugin are to be extracted and included in
your map plugin.
No items from the WWII Unit Plugin are to modified and included with
your map plugin.
The WWII Unit Plugin should be used 'as is'. The map forums and users
manual will give you a bit of help using these resources.
Your use of the WWII Unit Plugin is limited only to the above stipulations
and your own imagination.
That is... you may make new maps for Soldiers and Tanks to run around on,
but don't alter the units themselves. The reason for these restrictions is to
keep a standard user experience. A unit should behave in a consistent
manner on any map that uses the WWII Unit Plugin.
To use and play with the WWII Unit Plugin, you agree to the above condi-
tions. If you disagree with the above conditions, you must delete all items
concerning the WWII Unit Plugin immediately.
Side note: I personally believe that many fantastic map designs and specif-
ic scenerios can be created for the World War II universe and fully support

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103 Codex Plugins Manual

its continuing development. The Titans map itself is a 'generic' map and
very specific ones, better ones, are yours for the making; beach
landings...hilltop fortresses... any major battle in history can be recreated.
Be creative and push the envelope!
- Santa's Head #CP#Z

Copyright © 1999 in whole or in part Bungie Software Products


Corporation. WWII: Titans original sprites, maps, artwork, sounds, scripting
and other materials Copyright © 1999 Craig Goodman. Documentation
Copyright © 1999 Clan Plaid.

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104 Myth: The Total Codex

CREDITS
SPECIAL THANKS
So Long And Thanks For All The Plugins
We at Bungie would like to extend our humble thanks to the dedicated,
creative and generous souls who poured much of their time and all of
their talent into the maps on the Total Codex. We also wish to thank those
players who come back day after day and night after night to bungie.net:
calling in sick, blowing off homework, canceling dates and ignoring basic
hygienic functions in favor of a daily dose of battlefield adrenalin. The
community which has sprung up around Myth is one of the most closely-
knit and relentlessly creative in all of gaming, and we are honored to be a
part of it.
Finally, special thanks to all hippos everywhere, popcorn, coffee, Ming
Choy, good laughs and good friends.

CHIMERA
Project Leaders
Christopher Barrett
James Trevett

Producers
Joseph Staten
Jaime Griesemer

Artwork
Christopher Barrett
James Trevett
Charles Hanlon

Additional Artwork
Jody Joldersma

Level Design
Christopher Barrett
James Trevett
Paul Bertone

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105 Codex Plugins Manual

Tyson Green
Charles Hanlon

Level Scripting
Tyson Green
James Trevett
Chris Dreessen

Sound Design
Marty O’Donnell

Music Design
by Glue the Moose
Nate Tschetter
Russel Nieman
Marty O’Donnell

Story
Jamie Griesemer
Ursula Vernon
Alan H. Davidson

Interface Design
Christopher Barrett

Website
Christopher Barrett
Chris Morrissey

Quality Assurance
Ryan Hylland

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106 Myth: The Total Codex

THE VOICES OF CHIMERA


Fenris – Marty O’Donnell
Four Bear Silent Oak – Joseph Staten
Kyrilla – Kate Martin
ne’Ric – Doug Zartman
Kyrand – Joe Staten
Peasant #1 – Paul Clift
fir’Bolg #1 – Doug Zartman
fir’Bolg #2 – Joshua Grass
fir’Bolg #3 – David Bowman
Warrior #1 – Alex Seropian
Warrior #2 – Peter Marks
Berserk #1 – Jaime Griesemer
Berserk #2 – Jason Jones
Berserk #3 – Alex Seropian
The Baron – Bob Settles
Ghosts – Jaime Griesemer
Warrior messenger – Allen Turner

SPECIAL THANKS TO
Rob McLees, Bob Settles, David Bowman, Paul Clift, Mark Bernal, Case w/
Kilt, The Man, The Other Man, Hotline Software, and all of the beta-testers.

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107 Codex Plugins Manual

THIRD PARTY MAP MAKERS:


Badlands
Bar 7
Christopher Barrett, aka Plague
Paul Bertone Jr., aka Ruiner
Jonathan Biebesheimer
Paul Callender, aka Fisj
Jason "Spanky" Chrest
Richard Cowgill, aka iggy popped
Eli Curtz, aka Kanen Faud'r
Cydonian
Chris Dreessen, aka Manus Celer Dei
Michael Duez, aka Kelstek
Electrofryer
Craig Goodman, aka Santa's Head
Tyson Green, aka Ferrex
Jaime Griesemer
Charles Hanlon, aka Visi
Ken Hodgeman, aka Mormith
J. Charles Holt
Todd Huffman, aka Thoran
Daniel Kapusta, aka Circumflex
Michel McBride
Michael Milvich, aka Cyril
Christopher Morrissey, aka Rhino
Frank Pusateri
Ryan “Malkavian” Radecki
Ciam "Omac" Sawyer
John W. Scott
Randall Shaw, aka Frigidman
Gary L. Simmons, aka the Battle Cat
Soma
James Trevett, aka Setik

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108 Myth: The Total Codex

Karl O. Van Leuven IV


Walter Russell Swindell (aka Havok-isezumi, ripp, BarCode, and
BNABlamBot) Member of Vistan Map Cartel
Rodney Tsing, aka Mystik
Matthew Van Zomeren, aka Leadfeather
Vista Map Making Cartel
Chad Wayne, aka Ailil of OMAG

...and the many countless people who contributed to the maps on this
disc, but are not listed here.

DON’T FORGET
If you’ve enjoyed the third party maps on this disc, don’t forget to check
out “The Mill” at: http://mill.bungie.org. It is an excellent source for Myth II
maps, plugins, tools and news.

Contents

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